Posted by fizscy46 on Sat Aug 21st 2004 at 4:59am
What were you thinking man! Stupid stupid stupid!
Well, my compile time is actually aboot 2 1/2 hours when its just that big room, the large outdoor forest (Which is half the height and the same x/y area of the large room), and some subsidiary halls and tiny rooms.
My compile times tend to jump exponentially rather than linearly to my levels cubic volume. It'll take aboot 2 weeks to compile my 3rd G-Man level apparently. So I'm going to go buy a 512 DDR stick o' RAM [addsig]
What were you thinking man! Stupid stupid stupid!
Well, my compile time is actually aboot 2 1/2 hours when its just that big room, the large outdoor forest (Which is half the height and the same x/y area of the large room), and some subsidiary halls and tiny rooms.
My compile times tend to jump exponentially rather than linearly to my levels cubic volume. It'll take aboot 2 weeks to compile my 3rd G-Man level apparently. So I'm going to go buy a 512 DDR stick o' RAM [addsig]
Posted by JFry on Sat Aug 21st 2004 at 3:06am
Hmm I spoze your right CJ, not sure why I was thinking that.
Posted by fizscy46 on Fri Aug 20th 2004 at 8:14pm
Yeah, I meant littered non-literally.
They form a square grid for the most part with 1 every 256 units. The stairs have one per step to keep them on track cause they can be stupid. Corners are one at the corner, as well as 2 right near the corner to make a L shape. Escalators don't use them because it makes the AI flip and get stuck on them and be crushed by the steps (Although it amusing to watch
)
[addsig]
Yeah, I meant littered non-literally.
They form a square grid for the most part with 1 every 256 units. The stairs have one per step to keep them on track cause they can be stupid. Corners are one at the corner, as well as 2 right near the corner to make a L shape. Escalators don't use them because it makes the AI flip and get stuck on them and be crushed by the steps (Although it amusing to watch
Posted by Campaignjunkie on Fri Aug 20th 2004 at 6:08pm
Err, info_nodes don't have much of an effect on compile time. And if they do, it's in the CSG and BSP portions of the process, where the time is likely to be short anyway. Unless you're Reno and you feel like building a giant cartoon island that takes up the whole grid, then BSP will take an hour or two.
[addsig]
Posted by JFry on Fri Aug 20th 2004 at 5:37pm
half-life's AI is actually really impressive if its set up right. Generally 3 to a corner, forming an L shape works pretty well, and if you have long straight stretches place one every 1000 units or so (even this might be overkill). Simply throwing down a bunch of them won't do much besides signifigantly increase your compile time, which I'm guessing is already pretty long.
Posted by fizscy46 on Thu Aug 19th 2004 at 8:53pm
The floors are littered with them... They're just being dumb. I've never seen a grunt drop a grenade out its ass before this level xD [addsig]
The floors are littered with them... They're just being dumb. I've never seen a grunt drop a grenade out its ass before this level xD [addsig]
Posted by 7dk2h4md720ih on Thu Aug 19th 2004 at 8:36pm
You know about setting down info_nodes right? They will improve the AI somewhat.
Posted by fizscy46 on Thu Aug 19th 2004 at 6:50pm
Aye aye
Room to the left of entering the big red door.
Press the switch, the stairs decend slowly, the door at the bottom opens and the suit is moved out of the alcove slowly.
You're spotted if you move down the escalator of stairs at all, the G-Man tells the troops to get you.
Misaligned shotgun on a table for kicking some ass.
Grunts intelligence is horrid, they drop grenades and run, but tend to not stray far and blow up. This is a view of the entire room. The upper landings will be filled with patrol guards. The room at the top is the control room that will have a momentary switch to open the momentary door that will be at the left on the ground floor
The Empty control room with Blueshift medi-charger... Poor Barney was already dead
Finally, the stair room to take you from the 2nd floor (Ground floor being the 1st floor) to the 3rd floor, complete with fade to black lab textures.
Hazaa!
For those that are wondering where the other escalator went, its in a room down a hall cause it shot my r_speeds really high (2100) having both of them visible. This room currently has an rs of a cool 1200 (I consider it acceptable up to 1500 foo') [addsig]
Aye aye
Room to the left of entering the big red door.
Press the switch, the stairs decend slowly, the door at the bottom opens and the suit is moved out of the alcove slowly.
You're spotted if you move down the escalator of stairs at all, the G-Man tells the troops to get you.
Misaligned shotgun on a table for kicking some ass.
Grunts intelligence is horrid, they drop grenades and run, but tend to not stray far and blow up. This is a view of the entire room. The upper landings will be filled with patrol guards. The room at the top is the control room that will have a momentary switch to open the momentary door that will be at the left on the ground floor
The Empty control room with Blueshift medi-charger... Poor Barney was already dead
Finally, the stair room to take you from the 2nd floor (Ground floor being the 1st floor) to the 3rd floor, complete with fade to black lab textures.
Hazaa!
For those that are wondering where the other escalator went, its in a room down a hall cause it shot my r_speeds really high (2100) having both of them visible. This room currently has an rs of a cool 1200 (I consider it acceptable up to 1500 foo') [addsig]
Posted by 7dk2h4md720ih on Thu Aug 19th 2004 at 8:47am
Host your images at www.imageshack.us and post them in this thread.

