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Frigate: Interesting Discoveries (Nov 15th, 2009)...
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Wreck
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 PostPosted: Sun Nov 08, 2009 8:36 pm    Post subject: Reply with quote Back to top

Ah, there they are...
Thanks for posting the links, DB. Smile
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Wreck
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 PostPosted: Thu Nov 12, 2009 9:16 pm    Post subject: Reply with quote Back to top

I've come across a few other interesting things in the Frigate while using the GoldenEditor. Nothing quite as intriguing as the hidden map, but still noteworthy. One of the things is actually rather strange. I'll try and get some pictures up tomorrow.
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 PostPosted: Fri Nov 13, 2009 1:33 am    Post subject: Reply with quote Back to top

Cool Cant Wat Very Happy
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Wreck
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 PostPosted: Sat Nov 14, 2009 6:55 pm    Post subject: Reply with quote Back to top

Added a bunch of new pictures to the first post in this thread.
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bmw
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 PostPosted: Sat Nov 14, 2009 8:17 pm    Post subject: Reply with quote Back to top

Interesting stuff.

To add to this discussion, I can pretty much confirm that there is nothing noteworthy in the Streets level. I've literally gone through that entire level with a fine tooth comb and there's not much to speak of. The one exception being blank textures in some of the rooms - where they appear they're always the very first indices in the indice file.

About the only thing I'm left wondering about in the Streets is the garage area - its the only area in the entire map with any kind of non-pasted-on details - specifically there are full door frames in place that have depth to them. I have to wonder if they were going to put in garage rooms at one time.

It is amazing though what kind of insight you get into how the level was designed when you sift through indice files.

One thing I'm curious about is whether or not there are any unused vertices in any of the levels - basically where vertices exist but no draw commands. I have yet to stumble across any in either the Facility or the Streets.
 
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Wreck
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 PostPosted: Sat Nov 14, 2009 8:25 pm    Post subject: Reply with quote Back to top

Yes, the blank textures used in Frigate also appear to always be the first thing listed and drawn. I wonder if that is a pattern they stuck to throughout all maps...

I know for fact that there are some unused vertices in the multiplayer map Complex. I had even once put them back to good use, but since lost the file. It wouldn't be hard to whip back up again. No, it's nothing mind blowing. It's just two sections of upper wall that, for some reason, were left out. I'll see about putting them back in soon.
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Camaro
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 PostPosted: Sat Nov 14, 2009 8:52 pm    Post subject: Reply with quote Back to top

BMW, I remember you mentioning in your Streets optimization you noticed that parts of the Depot matched up perfectly with the garages in streets. Could this be because maybe originally the level ended with you entering the depot? Kinda like the end of facility where you run into the runway room? And they made parts of both maps at the same time and seperated them? The web archive site is down right now so I can look on Detstar to see if this has been mentioned or anything.
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bmw
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 PostPosted: Sat Nov 14, 2009 9:14 pm    Post subject: Reply with quote Back to top

They matched up width-wise. The door frames, however, were of different sizes.

And wreck - even if you found unused vertices, how do you know where they were supposed to be drawn? As in, how do you know which vertices were supposed to be connected to which?
 
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Wreck
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 PostPosted: Sat Nov 14, 2009 9:50 pm    Post subject: Reply with quote Back to top

I believe the way it was setup was pretty easy to determine. There were eight leftover vertices at the end of the file. Every point was already used within the room by other wall parts, and it immediately became clear that these pieces were missing. It was just a simple four triangles, two per wall. Thankfully it was rather straight-forward. That was all done manually before the GoldenEditor's Visual Window, so it'd be even easier today.

An interesting addition to the Editor would be the ability to scan for unused vertices. That'd be an extremely quick and easy way to find leftover geometry.
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 PostPosted: Sat Nov 14, 2009 11:13 pm    Post subject: Reply with quote Back to top

Cool Pics Man It sem To me That The Maker of That Level got To Lazy Laughing
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 PostPosted: Sun Nov 15, 2009 1:42 am    Post subject: Reply with quote Back to top

bmw wrote:
They matched up width-wise. The door frames, however, were of different sizes.

That's still pretty interesting. Have you tried fitting Depot's starting area to the end of Streets? It would be really cool if they matched up (but I doubt they will).

I don't know of anything nearly as interesting as Wreck's discoveries, but Facility has evidence of its original texture scheme in several places. I'll see about posting some shots later. Some architecture also seems to have been later additions (check out the tile textures around the windows in the lab area).
 
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Camaro
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 PostPosted: Sat Jan 02, 2010 12:01 pm    Post subject: Reply with quote Back to top

Has anyone here ever noticed in the Archives that there is 9mm ammo in the filing cabinet on teh right in the interrogation room? I came across this when I was attempting a DLTK run, which I failed drastically at haha.
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Dragonsbrethren
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 PostPosted: Sat Jan 02, 2010 12:13 pm    Post subject: Reply with quote Back to top

No, I never actually noticed that before.
 
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SubDrag
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 PostPosted: Sat Jan 02, 2010 6:37 pm    Post subject: Reply with quote Back to top

Camaro wrote:
Has anyone here ever noticed in the Archives that there is 9mm ammo in the filing cabinet on teh right in the interrogation room? I came across this when I was attempting a DLTK run, which I failed drastically at haha.


Wait where? I don't see it.
 
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Camaro
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 PostPosted: Sat Jan 02, 2010 9:19 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
Wait where? I don't see it.


In the interrogation room where you start there are two filing cabinets, and the one on the right, if blown up, will have 5 ammo cartridges in it. In the editor is says it uses the Gun Magazine (DD44 Dostevei) image. Maybe the guards holding you in the room needed a place to store their extra ammo.
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