Re: PitCrew the original
Posted by Vash on
Sun Nov 23rd 2003 at 8:57pm
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If you try to convert this map to HL2, you might as well re:build it from scratch.
Re: PitCrew the original
Posted by Vash on
Sun Nov 23rd 2003 at 9:06pm
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1) All textures will have to be changed
2) Half of the entitys will have to be changed
3) Player dimensions might be different in Half-Life2
4) Some architecture and such might have to be changed
It'll take a lot with textures alone.
Re: PitCrew the original
Posted by Campaignjunkie on
Sun Nov 23rd 2003 at 9:13pm
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Use that XP-Cagey optplns thing. Get a modified version of HLCSG with no planes limit, then use optplns.exe and bring it back down so you can play it.
Re: PitCrew the original
Posted by Gollum on
Mon Nov 24th 2003 at 4:14pm
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You should make sure that AFTER the map has been "plane-optimised", the number of planes is below the original maximum. In other words, make sure that it reads "49%" or less on the chart. I've heard that going over this amount (i.e. genuinely exceeding the planes limit) can cause weird problems. This is most likely why Zoner's tools reverted stuck on the original limit.
Re: PitCrew the original
Posted by Adam Hawkins on
Mon Nov 24th 2003 at 4:29pm
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If it still wont compile with the XP-Cagey tools, let me know and i'll hook you up with some tools modified for Frontline Force. Essentially, XP-Cagey's tools doubles the allowed max_plane limit, while the FLF ones don't have a limit at all :smile: Though if it still exceeds the limit after the map has been optimised, your in for some nice vanishing brushes and random HOM effects popping up here and there...
Re: PitCrew the original
Posted by Yak_Fighter on
Mon Nov 24th 2003 at 5:55pm
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cough Orph, there are plenty of things in my section that I can change to help alleviate the problem...
plus... I thought the clipping only helped reduce clipnodes, not planes. If that's the case, I know of a couple of clipped places in my section alone that can be changed.
Re: PitCrew the original
Posted by Orpheus on
Mon Nov 24th 2003 at 5:56pm
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problem solved.. tis why i posted the .bsp silly :smile:
[EDIT]
just to reitterate..
i used the 17 merl build on the CSG,BSP and VIS in this map, it solved the error with no clip brushes needed.. i essentually used yaks .map with no enhencements.. so the error is now fine.
i used the 2.5.3 zoners version of HLRAD, cause the 17 build ruined my maps compile.. it was a mess, and i advise anyone having issues with rad to try without as i did..
i had to increase the texture limit.. the map was .02 over the limit :biggrin:
added the sparse command, just in case, dunno if it helped, but couldnt have hurt,
compile finished without a hitch..
enjoy guys, and PLEASE comment
Re: PitCrew the original
Posted by Yak_Fighter on
Mon Nov 24th 2003 at 5:58pm
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oh, don't i look like quite the fool :biggrin:
Re: PitCrew the original
Posted by Gollum on
Mon Nov 24th 2003 at 6:03pm
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It's a definite improvement overall. I liked bits of Yak's section better last time, but I suppose the new "concrete look" fits in better with the rest of the map. Dave's section has also improved a lot.
Not sure if I like those new stairs in your section, Orph - I think the old ones were better :/
Connectivity in this map is superb; possibly even more confusing than Gmdm2, however!
Finish it up, guys. Much as I like this map, it won't cut it in HL2.
Re: PitCrew the original
Posted by Orpheus on
Tue Nov 25th 2003 at 12:36am
Posted
2003-11-25 12:36am
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BTW, i realize this belongs in "maps" but i opted to place it here to cut down on any confusion with the current pitcrew 2 map..
just in case someone notices i put it in general :smile:
our project has been going on for well over a year, i would really rather not steal the current maps thunder ..
Re: PitCrew the original
Posted by mazemaster on
Tue Nov 25th 2003 at 12:52am
Posted
2003-11-25 12:52am
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Whoa, totally awesome improvements, I really like the way its turned out. I suggest we compile a final bsp, playtest, and tweak weapons with -onlyents compiles.
Re: PitCrew the original
Posted by Orpheus on
Tue Nov 25th 2003 at 3:32am
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grrr.
this map is driving me crazy..
i make a few alterations, nothing major.. and i create a leak, or at least i create a reported leak..
no biggie right?... wrong :sad:
the bsp refuses to load, so i cannot look for the damned thing.. tonight i am taking a break, but tomorrow i reckon i will use the block method and zero in on the location of the hole..
stupid map.. i am just about tired of it already..
will post a link, as soon as i can.
Re: PitCrew the original
Posted by Orpheus on
Tue Nov 25th 2003 at 2:18pm
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ANOTHER UPDATE:
this map is right at the edge of how much i wanna deal with :sad:
every time i fix one thing another crops up.. the latest was a never before seen error, but one gollum helped me to solve.. an error i will post in the editing forums to get it into the snarkpit database.. the only solution on the whole of the net according to google was in german and gollum translated it for my dumb ass.
Error: RankForContents: bad contents -17
in essence, this error occurs when you mix an earlier compile tool with the 17 build.. i had the 17 csg, and the 2.5.3 bsp together and the tools clashed.. solution.. do not mix tools of older versions with merls.
[color=white]another comment of note.. [/color]the XP-Cagey tools do not help with clipnode max counts, so using those tools did not help this map.. since we were under the limit of the merl's tools on plane counts i didn't need the extra plane limits of the XP tools..
lastly, we are at the extreme limit on clipnode counts.. i clipped 2 ducts and 2 walls in my section and put us under the wire, thats how close we are cause before then.. NO COMPILING!
anyways, ATM i am on rad, i added a few items, and will look this version over, i imaging due to the size of the map it will still be light on items so an "-onlyent" compile will be in order..
i will upload ASAP..
thanx again guys
p.s. when i post the question in editing, please allow gollum the chance to get the credit..
Re: PitCrew the original
Posted by Gollum on
Tue Nov 25th 2003 at 3:03pm
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BTW the best places to clip are complex areas of geometry such as ReNo's cliffs. If these are not clipped off already, they could give a significant saving in clipnodes.
Other candidates for clipping are ceiling or detail areas that the player will never reach.
Re: PitCrew the original
Posted by Dr Brasso on
Tue Nov 25th 2003 at 3:32pm
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damn........this is nice fellas.....i remember the layout early in the stages and it has gone over the top......very very nice work by all.....
im pissed though.....
orph, ya took out my swimming aqua bush.... :wink:
Doc Brass... :dodgy:
Re: PitCrew the original
Posted by Orpheus on
Tue Nov 25th 2003 at 3:37pm
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actually no, the bushes and the light fade are borked, and i cannot seem to get the settings right.. each time they act like liquid and its getting annoying as hell..
anyone have a clue?
Re: PitCrew the original
Posted by Dr Brasso on
Tue Nov 25th 2003 at 4:55pm
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mikey, no offense intended at all bud.....come to think of it, if i DIDNT have a sex life back then, i'd be a rich mutha by now, retired on a villa somewhere warm.... :wink:
think on that one my friend.....
wth am i saying, i still dont have a ......life.....either..... :biggrin:
Doc Brass... :dodgy:
here endeth the sex jokes....forever and ever.... :razz:
Re: PitCrew the original
Posted by FIDDLER on
Tue Nov 25th 2003 at 6:34pm
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(<a href=""mailto:zoner@gearboxsoftware.com"">zoner@gearboxsoftware.com</a>) <----- WTF??? He went to the dark side?? Well at least Gearbox now has 1 good employee.
Re: PitCrew the original
Posted by DocRock on
Tue Nov 25th 2003 at 7:16pm
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A few things popped out at me as I read thru your compile log. I'm sure you guys already have these addressed, but...
full vis [ off ] [ off ]
LeafThread:
(769.08 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 3219 and 3215:
(576.000 -1280.000 -32.000)
(576.000 -1280.000 -32.000)
(341.333 -1280.000 5.333)
(319.184 -1239.510 -0.000)
(438.634 -1230.049 -21.073)
Re: PitCrew the original
Posted by Orpheus on
Tue Nov 25th 2003 at 7:38pm
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actually doc, i didn't see that error :/
it must be in a non-visible place inside the map, cause i haven't noticed it..
and i never do a full vis till very last, for 2 reasons, 1 the compile time increases tremendously, and this map already compiles to long, and second sometimes it raises the r_speeds, so i compare at the end to see.
in most cases i dont release the full vis version.
thanx for the heads up on the leaf portal error, i will look for it next compile..
Re: PitCrew the original
Posted by DocRock on
Tue Nov 25th 2003 at 8:24pm
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np :smile: and it should cut down on the compile time a little if ya find the sawspot...hopefully :wink:
Re: PitCrew the original
Posted by Crackerjack on
Tue Nov 25th 2003 at 9:19pm
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Btw guys... where is the signs.wad .. I couldnt find it in the Yahoo Brief Case..
Re: PitCrew the original
Posted by Orpheus on
Tue Nov 25th 2003 at 9:51pm
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i wadincluded it, the map should load without it now..
please lemme know otherwise..
thanx
Re: PitCrew the original
Posted by 7dk2h4md720ih on
Wed Nov 26th 2003 at 12:26am
Posted
2003-11-26 12:26am
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pops in uninvited
Any chance of a couple of screenshots of Yaks area? :smile:
Re: PitCrew the original
Posted by mazemaster on
Wed Nov 26th 2003 at 2:47am
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Basically the whole area owns. Heck, the whole map owns. We need some playtests.
Re: PitCrew the original
Posted by ReNo on
Wed Nov 26th 2003 at 5:17pm
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Woohoo, can't wait to get back and play it :smile: I'll grab my flatmates and have a playtest tonight.
Re: PitCrew the original
Posted by Orpheus on
Wed Nov 26th 2003 at 5:27pm
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does no one have a server for the holiday weekend?
some serious feedback needs posting, cause if none is forthcoming, i can do an onlyent compile to alter the name ingame and rename the bsp and release as is..
if no other input is available by mid-next week, i reckon you all are looking at the map :smile:
if we can acquire a server, i would like to playtest a bit.
OH and a name.. people we need a name, so far only mazeman has ventured one..
one last thing, we need all members of the team, to send me a text file of their accomplishments, so i can create a text file for the map..
Re: PitCrew the original
Posted by Mr.Ben on
Wed Nov 26th 2003 at 5:51pm
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Snarktastic? snarkalrific? Getyoursnarkon?
Anyway, i had a run around it and it was much better than i was expecting, then again i don't know what i was expecting. Go with snarkalrific, you know you want to!
Re: PitCrew the original
Posted by Dietz on
Wed Nov 26th 2003 at 7:07pm
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I will be able to run a server anytime after monday on a T3 line, if yall care to wait...
Re: PitCrew the original
Posted by Orpheus on
Wed Nov 26th 2003 at 7:40pm
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for a t3, or any server, sure bud..
the map is a year over budget already, so no hurry..
my concern is only feedback, not timelimits.