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ThirdOnion

Tanker
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Everything posted by ThirdOnion

  1. ThirdOnion

    Episode 246 of the V-LOG is live!

    Morse code
  2. ThirdOnion

    What are your thoughts on COVID-19?

    This is not quite true. COVID-19 is a new strain of coronavirus, and currently does not have a cure or a vaccine. While it is not extraordinarily deadly, it can definitely be can be deadly if an infected person does not receive proper medical attention and/or has a weakened immune system. Practically everyone is susceptible. Our society is so connected that without precautionary measures a very large number of people can get infected in very short period of time, and hospitals will simply not be able to keep up with the amount of cases. People who might otherwise survive the virus may not because they won't receive medical attention in time. China, Italy, etc are under quarantine, and so many other countries have taken action to limit contact between people, because the virus is infectious enough that not taking serious measures to prevent its spread will result in far too many people getting sick for any country to deal with. The "dramatic" responses to COVID-19 are justified not because it's super dangerous, but because medical infrastructure will not be able to handle the number of cases that will result if its spread is unchecked.
  3. ThirdOnion

    Map Prop/Sprite Count

    There's been a general trend of increasing prop count. Consider how the prop count of most maps was increased once they were adapted for MM: Six of the top ten maps with greatest prop count are MM maps. Before MM, there were only three maps that crossed the 3000 prop mark - Rio, Berlin, and Lost Temple. Now there are eleven. The point is, prop count is increasing and rapidly so. Molotov's prop count has more than tripled with its MM version. What's the drive behind this? Well, maps have certainly become more detailed. There's more stuff than ever before. But in terms of actual playing area, most MM-converted maps have not increased as much as indicated by the growth in prop-count. Highways has even decreased in terms of accessible playing area, but its prop count has gone up. Most of the new geometry has been added to areas outside of maps, in an attempt to make them look more like real places. Sandbox in particular has received quite detailed out-of-bounds areas that are actually much larger than the actual playing arena. The things is, this increased level of detail harms performance. MM maps run certainly worse than their non-MM counterparts, which is counter-intuitive, since MM is supposed to offer the best experience for a casual player. The stuff outside a map's play area doesn't have any effect on gameplay, but does cause the game to run slower. I don't think the average player really cares or even notices that there are mountains and a dried up river outside of Sandbox MM. Perhaps maps have become more aesthetically-pleasing when viewed in spectator mode or in screenshots, but I personally think that when it comes to gameplay, all those extra props are simply distracting clutter. I prefer the style of the older maps, which have just enough details to make them seem like more than just a series of walls and platforms. Less is more in this case, I think. The visual intrigue of a map does not lie so much in the quantity of its details but in some unique, distinctive feature. Year 2042, for example, had the broken bridge, which has been removed in the MM version. The middle section of Brest has become more boring (visually) as the towers there have been removed. The most memorable part of Polygon is the central polygon, and not the hills outside the map's walls. While I think some maps have benefited from the visual overhauls they've received, most have suffered.
  4. ThirdOnion

    Map Prop/Sprite Count

    Here are all the maps, with the number of props and sprites they have. The map with the most props is Sandbox MM, at 3884 props, and the map with most sprites is (unsurprisingly) Forest at 803. The map with the least props is Hill at just 137. In general, MM versions of maps have more props than their non-MM counterparts. You can find a spreadsheet of the below table here.
  5. ThirdOnion

    Official Tanki Maps

    From around 2017, I have tried to the best of my ability to save all of the official map files of the maps currently in game. You can download all of them here. Dropbox: https://www.dropbox.com/s/zec3x05brfd71bs/TankiMaps.zip?dl=0 (~15 MB zipped, 235 MB unzipped) Github: https://github.com/cyrok91/tanki-maps (The advantage of downloading from Github is that you can download maps individually and see which map files have been recently added. To download, navigate to a file, click "Raw" or "Download," then right click the resulting text and select "Save as.") In order to load a map file in AlternativaEditor, you'll need to make a slight modification. Open the file, and find the text map. It should be near the very start of the file. <?xml version="1.0" encoding="UTF-8" standalone="yes"?><map><static-geometry> . . . rest of file Right after map add, version="1.0.Light". Thus the end result should look like this: <?xml version="1.0" encoding="UTF-8" standalone="yes"?><map version="1.0.Light"><static-geometry> . . . rest of file In order to load these maps in Tanks Testing Tool, you will have to add spawn points. You can also view these maps with MapViewer without any modifications. There are over 200 map files total. Included are the latest maps: Archipelago, Molotov MM, and Cross MM.
  6. ThirdOnion

    Tanki MapViewer

    MAPVIEWER What is MapViewer? MapViewer is a program I've created for well, viewing Tanki maps, with a focus on graphics quality and streamlined use. Think of it as an upgraded Tanks Testing Tool, minus the tanks. Features: Graphics comparable to the official game, with dynamic shadows, lighting, and fog. Fifteen different skyboxes with different lighting settings - two daytime modes, a winter mode, and four nighttime modes. A custom library that enables mapmakers to place lights on their maps. Support for 1.x, 3.x, and official maps. Streamlined UI that allows for easy map loading, skybox changes, and graphics settings adjustments. Includes all of the official Tanki proplibs, with support for custom proplibs. MapViewer is made in Unity. Download MapViewer v0.1.1 (~78 MB ZIP, ~147 MB unpacked): https://www.dropbox.com/s/nb3o2a61cwvzjk9/MapViewer_v0.1.1.zip?dl=0 Don't have any of your own maps to view? Download the official Tanki maps here: http://en.tankiforum.com/index.php?showtopic=381585 IMPORTANT In order for your maps to work properly with MapViewer, they need to be created using the Official Libraries. Maps created with the libraries included in MDK or TLVK may load, but could be missing some props. QUICK START Once you've downloaded MapViewer_v0.1.zip, unzip it to wherever you like. This will be the resulting file structure: To launch the application, open MapViewer.exe. Upon launch, you will be greeted with an empty view of a skybox. To open the main menu panel, press the "Tab" key. Select the open file button, choose your map file, and if all goes well, your map should load. Close the main panel by pressing "Tab" again to enable movement around the map. NAVIGATION Move the camera with the WASD and QE keys, and look around with the arrow keys. Click (without dragging) to toggle mouse look. Hold shift for faster movement. SKYBOX To change the skybox, open the main panel, and select the skybox icon. You will be presented with a list of skyboxes to choose from. Note that different skyboxes have different lighting settings. Here is a map with several different skyboxes: To close any panel, simply click somewhere in the empty space around the panel. IMPORTANT Maps made with winter props will look "burnt out" under daytime skyboxes, because winter props are predominately white and reflect more light. Use the winter skybox or a night skybox to avoid this. Top - winter skybox. Bottom - summer skybox. LIGHTING MapViewer allows mapmakers to create lights within their maps. They can be used to light billboards at night . . . . . . illumine underground areas . . . . . . or have screen props actually emit light. The lighting workflow is as such: 1. First, find the "PointLight" folder in your MapViewer folder. Load it into AlternativaEditor as you would any library. 2. The PointLight library contains a "light cube." Place light cubes on your map wherever you want a light emitted uniformly in all directions. In MapViewer, these light cubes will be converted into point lights. To change the color of a light, change the texture of a light cube. Blue light cubes will become blue lights, red light cubes red lights, etc. Example use of a red point light cube in AlternativaEditor. 3. Save your map and load it into MapViewer. The same map in MapViewer. IMPORTANT In order for lights to be visible, Lights must be enabled in settings! In addition, for accurate shadows, the Deferred rendering path must be selected. More information on this is below. Point lights are resource intensive! Use them sparingly, as having too many may cause serious FPS drops. SETTINGS IMPORTANT MapViewer will automatically apply and save your settings as soon as you change them. In order to reset your settings to the default values, or to remove every trace of this program from your PC, open regedit and navigate to HKEY_CURRENT_USER > Software > MappingTools. Then just delete the entire MappingTools folder. Although MapViewer has no explicit option for fullscreen / windowed mode, you can toggle fullscreen by using the Alt-Enter shortcut. Shadows - set the quality of shadows, or disable them. Note that up close, the difference between high and low quality shadows is less noticeable than it is from afar. Default: low. Top - shadows off. Bottom - shadows set to high quality. Lights - disable or enable point lights in the map. If you are viewing a map during the day, it is recommended to disable point lights, since they aren't very noticeable in the sun. Default: off. Top - lights off. Bottom - lights on. Render path - Choose between forward and deferred. Default: forward. What's the difference between forward and deferred rendering, and which one should I use? Short answer: Use deferred rendering ONLY if your map has point lights and you want accurate shadows, and ONLY if the Lights settings is enabled. Use forward rendering otherwise, as it offers significantly better performance. Top - forward rendering. Bottom- deferred rendering. Long answer: Fog - toggle fog. Default: on. Top - fog off. Bottom - fog on. Anti-aliasing - toggle anti-aliasing and set its quality. Default: off. More info: https://www.gamespot.com/gallery/pc-graphics-settings-explained-anti-aliasing-v-syn/2900-1100/ Anisotropic filtering - toggle anisotropic filtering. Default: off. See above link. V-sync - toggle v-sync. Limits your framerate to your monitor refresh rate in order to reduce screen-tearing. Enabling this setting is recommended, but by default it is disabled. See above link. Show FPS - show or hide the FPS counter in the top right hand corner. Default: off. Sprites - toggle sprites on the map. Default: on Top - sprites off. Bottom - sprites on. Camera look speed - affects the speed of both arrow key and mouse look sensitivity when viewing maps. Default: right in the middle. INFO PANEL A new info panel has been added in version 0.1.1. It shows the number of props, sprites, and lights in a map. ACKNOWLEDGMENTS MapViewer uses the excellent Simple File Browser by yasirkula: https://forum.unity.com/threads/simple-file-browser-open-source.441908/ LEGACY DOWNLOADS SCREENSHOTS Most of the screenshots in this thread are of official maps, because I'm not much of a mapmaker and didn't bother making any specifically to show off MapViewer. However, if you would like have a screenshot of YOUR map featured, PM me and I will add your screenshot to the topic and credit you accordingly. Please report any bugs and problems, and leave your feedback, suggestions, etc. MapViewer is an ongoing project.
  7. ThirdOnion

    Official Proplibs

    These are the official proplibraries currently used in the game available for download, taken straight from the game files. Included are packed taras for all of them. Download them here Most of these have already been distributed in one form or another through the various versions of TTT. However, there are few noteworthy things about this collection. These libraries are compatible with the game's official maps as you would find them in the game files. For example, the current Iran map (matchmaking version) in the game right now is not compatible with any existing Iran libraries I have found, but is compatible with these. This collection includes all of the winter libraries. Most importantly, this collection includes several props that are either new or have been updated which older libraries do not. They are listed below: Imgur link: https://imgur.com/a/NCOu1Vm
  8. ThirdOnion

    TaraEditor

    Tara files are essentially Tanki Online's asset libraries. They store images, 3d models, and text files, among other things. If you have worked with Tanks Testing Tool or made maps before, you are likely familiar with these. Before, the only way to work with tara libraries was to use the taraTools application, which I believe was made by the player ruslan_g02. However, taraTools is a bit clumsy to use. Thus, I've created my own application for working with tara libraries: TaraEditor. It allows you to view all the files stored in a tara file and unpack whichever ones you like, as well as create your own custom tara libraries. Download TaraEditor here Using the program is quite straightforward. To load a tara library, select the "Import .tara library" option from the "File" menu. The files contained within that library will be displayed in the left list view. You can then either unpack all of the files and select "Unpack all" from the "Unpack" menu, or unpack whichever ones you like by selecting files from the list (hold Shift or Ctrl to select multiple) and clicking "Unpack selected." TaraEditor can also pack files into tara libraries. Selecting the "Import files" option from the "File" menu will display the files to be packed. You can also add files from an open tara library by clicking the "Move selected to pack" button. Then, you can pack all or some of the files in the same manner as unpacking. Caution: If you import files that have the same names as existing ones in the file list view, they will replace them. This will not alter the existing files in any way; they will simply not be packed into a tara. In addition, if the output directory has files with the same names as the ones selected to unpack, they will be overwritten! Tip: If the application looks a bit blurry or the resolution doesn't seem to be as high as for other programs, you can fix this by selecting the .exe file's "Properties", then navigating to "Compatibility" > "Change high DPI settings" > check "Override high DPI scaling behavior." Some notes on tara libraries: Theoretically, the maximum number of files a tara library can store is 4294967295, as the number of files in a library is determined by an unsigned 32 bit integer. Theoretically, the maximum file size of a given file in a library is 4.3 gigabytes, as the size of each file is determined by an unsigned 32 bit integer. Needless to say, neither of these extreme cases are actually possible, and in the program, file sizes are restricted to 2 gigabytes. If you find any bugs or other issues, please do report. Legacy downloads: Imgur links:
  9. ThirdOnion

    Opinion About Shaving Head

    Why and how do you think shaving your head will help with dandruff?
  10. ThirdOnion

    Gillette - The best a man can get?

    Well, men and women seem quite different to me.
  11. ThirdOnion

    Gillette - The best a man can get?

    Are the sexes equal?
  12. ThirdOnion

    Exactly how TO will die

    Why do you assume, that if something was not implemented, it was ignored? It is often because of fundamental POV differences between players and developers that such things happen. Each camp thinks differently.
  13. Overall fun idea, but I think that equipment selected for you should not depend on your garage, that way there is more variety. Perhaps it would be interesting to have equipment change randomly on every respawn for maximum chaos.
  14. Neither Garder nor Berlin are suitable for 8v8, which is the MM standard. Garder is too small and Berlin is too large.
  15. ThirdOnion

    Let's Discuss Matchmaking

    Through a desire to dominate, to win. If not with equipment, then with skill. Of course it's hard to win with skill alone because skill means nothing in TO, but well.
  16. One of the purposes of MM was to stop players from doing this, so these sort of maps won’t ever be added.
  17. Maps that only favor one type of turret . . . great idea. I hope you like it when it rains Magnum shells on Noise.
  18. ThirdOnion

    Let's Discuss Railgun!

    Only in Tanki X.
  19. ThirdOnion

    Women’s Day Celebrations

    It’s a national holiday in Russia. Russian game, nothing strange about it.
  20. Misread, sorry. Regardless, I think that self-damage resistance would be handy in standard battles.
  21. If you're mostly using salvo with Striker then you're wasting a lot of the turret's potential.
  22. ThirdOnion

    Tanki Maps in Sketchfab

    Island: https://sketchfab.com/3d-models/island-5f6d8648d9f840e58c97a49d14fc90dc
  23. ThirdOnion

    Funny/ Odd Garages.

    3.6 hours on Rail
  24. ThirdOnion

    What Happened To Tanki?

    You're proposing to "fix" things that aren't actually problems, but rather things that are different from the version of Tanki you remember. This is not the correct approach. You haven't actually mentioned any of the legitimate problems with the game besides P2W. Times change, and you can't look at the game from the same perspective as you did back in 2013. Note that the contingent of Tanki players has changed a lot in six years, and everyone has a different idea of what "legacy Tanki" means. I for one, don't want 5 out of the 6 changes you want on the legacy server.
  25. ThirdOnion

    March Challenge — Hornet Legacy

    Go to your challenge menu and click on "buy battle pass" in the bottom left corner.
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