SPLA
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Re: SPLA
Posted by $loth on Fri Mar 19th at 5:11pm 2004


please vote! i want in the SPLA map...the one with WC...but i need to convince you guys...so vote! [addsig]



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Re: SPLA
Posted by 7dk2h4md720ih on Fri Mar 19th at 5:41pm 2004


How exactly are you convincing us? [addsig]



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Re: SPLA
Posted by Myrk- on Fri Mar 19th at 5:46pm 2004


Lol... starting a thread like this ain't the best of ways to get to map in the SPLA hehe [addsig]



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Re: SPLA
Posted by Wild Card on Fri Mar 19th at 5:49pm 2004


I didnt think he would be serious lol

[edit]
Where's the "dont vote" option? Cause I cant see them results without voting

[addsig]



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Re: SPLA
Posted by $loth on Fri Mar 19th at 5:57pm 2004


ok..so this isnt the best way of convincing you peeps....
/me hangs head in shame.....

if you wanna vote then check out my new map....de_altitude...http://www.snarkpit.com/forums.php?forum=2&topic=1193&25...........

[edit] serious about being in the SPLA map or starting a poll? he he ....

[addsig]




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Re: SPLA
Posted by fishy on Fri Mar 19th at 5:59pm 2004


? posted by Wild Card

Where's the "dont vote" option? Cause I cant see them results without voting

as it stands atm, it's 1 for and 6 against.

way to go, $loth.





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Re: SPLA
Posted by Wild Card on Fri Mar 19th at 6:00pm 2004


about starting the poll. Well I vote ya yes. 50% for dedication, 25% in pitty from the 6 "no" votes, and 25% cause I want to see the stats. [addsig]



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Re: SPLA
Posted by $loth on Fri Mar 19th at 6:02pm 2004


thank you WC...at last some one else but me has voted yes [addsig]



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Re: SPLA
Posted by Tracer Bullet on Fri Mar 19th at 6:53pm 2004


As I said Sloth, I have no problem with it as long as tha map is not already becoming to bloated. How many peeps we got atm WC? I don't remember. [addsig]



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Re: SPLA
Posted by Orpheus on Sat Mar 20th at 6:00am 2004


sooner or later(prolly sooner) you will reach the engines limit on how big the map can be, the amount of participants is unimportant.

pitcrew1 had less people than you and took very little time maxing out the engine.

when you reach THAT point, the fun really begins.. for all the work i did NOT put into my area, i spent my time lowering everyone elses planecounts and whatnot to get the damned thing to compile properly.

when you reach that point, you will most definately begin to cuss your fellow members.. whomever gets stuck fixing it

[addsig]




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Re: SPLA
Posted by Wild Card on Sat Mar 20th at 3:17pm 2004


well we're not even filling up a quarter of the grid yet.. [addsig]



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Re: SPLA
Posted by Vash on Sat Mar 20th at 3:40pm 2004


? posted by Wild Card
well we're not even filling up a quarter of the grid yet..

That doesnt really matter , you have Texture Usage limits, brush usage limits, and Entity/Sound usage limits.

[addsig]




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Re: SPLA
Posted by $loth on Sat Mar 20th at 3:53pm 2004


? posted by Vash
? posted by Wild Card
well we're not even filling up a quarter of the grid yet..

That doesnt really matter , you have Texture Usage limits, brush usage limits, and Entity/Sound usage limits.

And what would those limits be? or do they vary because of something?

[addsig]




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Re: SPLA
Posted by Orpheus on Sat Mar 20th at 8:00pm 2004


? posted by $loth
? posted by Vash
? posted by Wild Card
well we're not even filling up a quarter of the grid yet..

That doesnt really matter , you have Texture Usage limits, brush usage limits, and Entity/Sound usage limits.

And what would those limits be? or do they vary because of something?

they do, and they are quite high, but easilly atainable with no effort at all... pitcrew1 is big, but nowhere near grid filling.. its all in the planes.. those babies will kill you to sort out

[addsig]




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Re: SPLA
Posted by Hornpipe2 on Sun Mar 21st at 5:58am 2004


I don't know if we came up with a good texture cap. 4 mb? 8 mb?

Also, don't forget max patches (though compiling -sparse or -nomatrix will get rid of those) or max planes (though that opt_plns program can fix that) or max clipnodes (xp_cagey's tools fix this, right?) [addsig]




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Re: SPLA
Posted by Orpheus on Sun Mar 21st at 9:13am 2004


? posted by Hornpipe2
I don't know if we came up with a good texture cap. 4 mb? 8 mb?

Also, don't forget max patches (though compiling -sparse or -nomatrix will get rid of those) or max planes (though that opt_plns program can fix that) or max clipnodes (xp_cagey's tools fix this, right?)

i think fix is the wrong word, reduces the odds, might be better. you can reduce the odds the compile will bork.

you can increase almost all of the default limits, believe me i had to with all of them to get pitcrew1 to compile ( i bet yak is pulling his hair out right about now as he PM'd me on how to accomplish this tedious task) but there are still rock solid upper limits, you cannot exceed these no matter what tools you use.

the issues are though that, some of the tools clash with each other, version clashes are common.. you cannot for instance use cageys with the older 2.5.3 if you have a cagey before a 2.5.3.. (as in csg 253,bsp 253,vis cagey, rad 253) bottomline, dont use a newer tool unless you truly have to, it will save some hair.. if you do need to, advance one at a time till you sort the issue, and experiment often, cause you may find its not the tools that the issue, but your mapping habits or practices that are defective.

remember clip brushes reduces the need for the buggier tools sometimes, use it first.

[addsig]





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