Posted by Wild Card on Mon Nov 3rd at 8:44pm 2003
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Posted by Orpheus on Mon Nov 3rd at 8:47pm 2003
| ? posted by Wild Card |
| lol, oops. Guess I made a bobo |
i am not alone either, but really, i would have gotten a kick out of looking the map over and guessing who made what..
mapping as a team, alters how one constructs to a point. i know i changed things that normally i wouldn't have.
still do what works for you.. and your project.
[addsig]Orpheus
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Posted by Wild Card on Mon Nov 3rd at 8:55pm 2003
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Posted by Orpheus on Mon Nov 3rd at 9:04pm 2003
| ? posted by Wild Card |
| I've seen MS's section and he said he isnt that good but its a hole lot better than what I can come up with. |
uhh, what has that got to do with anything?
you should never post names, always generalize, its safer.
besides, who was talking about MS?
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Posted by Gwil on Mon Nov 3rd at 9:06pm 2003
| ? posted by Orpheus | ||
yes/no it would be interesting to view the map once its together without much in the way of markers to show who made what.. you could PM the locations to the team.. but as i said, its a bit late now. anyways, it was just a thought. |
Not applicable now, but an interesting point for the future though
just store it up for the Half Life 2 project... ![]()
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Posted by Wild Card on Mon Nov 3rd at 9:10pm 2003
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Posted by Sinner_D on Mon Nov 3rd at 10:19pm 2003
sorry bout that WC, i posted a link to DL a while back, but was told to remove it...i didnt know you wanted rmfs yet, ill pm you the link.
i kinda like orphs idea there, woulda been fun...ohwell.
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Posted by Tracer Bullet on Mon Nov 3rd at 10:34pm 2003
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Posted by Orpheus on Mon Nov 3rd at 10:44pm 2003
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Posted by Wild Card on Mon Nov 3rd at 10:54pm 2003
| ? posted by Orpheus |
| keep in mind, W_C has a problem with up and down mapping, try hard to remember that you have many elevations to place these parts.. you could make an interesting map by simply stacking them one atop another |
:P
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Posted by Wild Card on Mon Nov 3rd at 10:58pm 2003
I've looked over your section Sinner_D, it seems pretty good. There are a few things I'll modify (mostly just func_wall and world brushes to improve the R's.)
If you guys want to switch around the sections and stuff like that, I can do that. Once I have everbodies section I'll play around.
Also, when you update your section, dont forget to give it to me so I dont work with something thats outdated.
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Posted by G4MER on Tue Nov 4th at 2:13am 2003
Thanks Wild Card.. I guess the artist is never satisfied with his/her work.
Day 2 and were still at 90% on the Leafthread... Oh boy..
Im sure it will all be worth it. And I can consider this section done. This will still be my entry..
My Wife and I are making it again, this time with some new ideas.. if you want to do a stacked area, Ill sut the top down some, add some vis blocking, and then add a sewer like section under mine.. if you want to do that. I have always wanted to do a sewer section that was full of water with a few areas to pop up and get air.. instead of the standard run though sewer. =)
Can we have a forum area that only we can look at? That would be cool.
($)
[addsig]Posted by Orpheus on Tue Nov 4th at 2:21am 2003
| ? posted by MoneyShot |
|
Thanks Wild Card.. I guess the artist is never satisfied with his/her work. Day 2 and were still at 90% on the Leafthread... Oh boy.. Im sure it will all be worth it. And I can consider this section done. This will still be my entry.. My Wife and I are making it again, this time with some new ideas.. if you want to do a stacked area, Ill sut the top down some, add some vis blocking, and then add a sewer like section under mine.. if you want to do that. I have always wanted to do a sewer section that was full of water with a few areas to pop up and get air.. instead of the standard run though sewer. =) Can we have a forum area that only we can look at? That would be cool. yeah, its called PM's ($) |
you know, compile times go down with quality, no insult intended here, but if any section of this map compiles hard, then adding it to the whole will NOT be a good idea.
my last maps compiled in mear hours, forever yes, but still a short time considering.
if a map takes over 6 hours, i would give pause..
ignore this if you must, but its wisdom you need to know.
if one small section takes two days, you are in trouble.
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Posted by G4MER on Tue Nov 4th at 3:02am 2003
I am thinking the same thing.. Funny thing is it compiles in 3 hours on Wild Cards machine, but on mine it takes forever.. this I dont understand. I am even useing the program to compile he does..
I have always had problems with compiles.. I dont know why.. takes forever on my machine.
( again what im running )
AMD Athalon 1.2 Ghz
640Mb of Ram.
I have 120 GB Hard Drive.
Windows XP, Home edition for the OS.
I am thinking of redoing the section.. and scrap this I have now.
($)
[addsig]Posted by Tracer Bullet on Tue Nov 4th at 6:30am 2003
In my experience, really long vis times are usualy due to "leaf portal saw into leaf" errors. nothing that seems to really effect the final product, but I guess vis spends tons of time crunching the numbers trying to make the dodgy bit work. on the other hand, it took me less than an hour to compile your section and I run a 1ghz with 256MB ram.
Does the compile max out your processor? it's possible that you somehow have the priorites set so that it never gets it's fair share of CPU time, but I don't see how this could stretch compile times that much.
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Posted by G4MER on Tue Nov 4th at 7:12am 2003
And Id really like to know how U did it too.. Tracer. =)
($)
Would U like me to send you the newest version?
[addsig]Posted by Tracer Bullet on Tue Nov 4th at 7:38am 2003
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Posted by G4MER on Tue Nov 4th at 10:06am 2003
I e-mailed it to you Tracer ( the account in your profile )
($)
[addsig]
Posted by Orpheus on Tue Nov 4th at 10:40am 2003
M_S. if compile times vary from your PC to another it might be one of the following.
1) you have to little room left on your hard drive for swapfiles.
2) have the compile settings set wrong.
3) the other person has them set wrong.
4) you have something in the background using all your resources.
5) windows XP has some sort of a setting that alters the block sizes on your hard drive, that could increase the compiles.
6) you have defective ram.
7) you need to defrag.
any of these might cause compiles to stretch into forever.
and all this is assuming the compiles are set exactly the same on both PC's.
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Posted by G4MER on Tue Nov 4th at 11:15am 2003
Thansk Orph.. Ill check into everything U have here, and see what I can do to fix this.
I may have spotted one problem. My CS is on Drive C, my mapping tools and folder I hold the maps in is on Drive D.. that maybe a problem.
Im really want to get this working right so I can make compile and have maps ready to go.
($)
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