So, I finally released my updates on Tremulous packages, including the
res-tremulous one and the Tremulous stock maps.
I will probably miss a lot of what was done but:
- I fixed some mistakes making some images missing.
- Images are deduplicated using in-dpk symlink, for better compatibility with legacy maps than material-based deduplication.
- Now sound files and models are now deduplicated thanks to in-dpk symlinks.
- I hope warnings about legacy doom3 keyword usage are gone.
- The zap used in nova map is included.
Now those maps are built from source, as I finally put my hand on the sources of them (with the help of Ingar!):
It means they now feature lightmaps built with the best options currently known.
In addition to that, the
nexus6 map features some fixes like some overlapping textures being corrected, the weapon projectiles are now clipped by the glass window in human base, and the ground grate next to alien base doesn't let pass grenades (and other weapon projectiles) anymore.
The door bug in
uncreation should be fixed.
The sound bug in
niveus is not fixed as the bug lies in some Unvanquished asset (as we imported the sound from there), as usual that sound has to be turned into
mono. Maybe none noticed the bug because this sound is only played in a small area so that's not that annoying. When we will fix that on Unvanquished side it will automatically fix that sound in
tremor maps were already built from source before, but now:
arachnid2got some lighting touchup for more dark ambience in some areas, also some map trick is used to avoid reaching pure black so there is no bad looking dark lightmaps. The “geometry behind skybox” bug is less visible.
tremornow gets lightmaps on its crate models.
transit maps and
karith ones are not modified, as we don't have source for them. Anyway, they were rebuilt with latest tools and compression tricks. In fact we have some
transit source but it's from a version older than Tremulous 1.1.0 so if we want to rebuild it, a mapper has to reimplement the changes.
niveus maps now benefit from multitextured soda-machine textures (normal map, height map, glow map…)
I have some work-in-progress repositories that rebuilds, fixes or simply optimizes the “gentrified maps”, the maps that were initially distributed with early versions of Unvanquished (like Citadel, Veddak, Wrecktify, Eden, Methane, etc.) but that would be for another day.
I have not included any navcon, because well, it appears I update those dpk very slowly and unlike Unvanquished stock maps, they are not guaranteed to be up-to-date on every Unvanquished release.
Something that is not fixed are the default Tremulous weapon paths, because they would break the game otherwise.