PitCrew the original

PitCrew the original

Re: PitCrew the original Posted by Orpheus on Sun Nov 23rd 2003 at 8:51pm
Orpheus
13860 posts
Posted 2003-11-23 8:51pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
UPDATE:

1st off, i am so glad to finally receive the map from yak, and i do NOT wanna retract from that thought at all so if you want to quit reading now, you may and then go thank yak for a job well done.

2nd, the damned MAX_MAP_PLANES error has rared its ugly head again, i am not asking for help just yet, but i may very soon. i have clipped off virtually everything in the damned map, and STILL IT PERSISTS. the damned map appears to be totally constructed out of clip brushes :biggrin:

3rdly, if anyone knows how to determine just how much over the limit a map is, i would really appreciate it.. i would like to know if i am 4 or 5 over now or still 100's away :cry:

4th, this map may have to wait till the HL2 engine can do it, OR we may have to simplify a few areas.. (such as grimlocks and reno's rocks) i am betting there are a few 1000 planes in those sections.

lastly, if i need help, whom might have time on our crew to look this over?
Re: PitCrew the original Posted by Vash on Sun Nov 23rd 2003 at 8:57pm
Vash
1206 posts
Posted 2003-11-23 8:57pm
Vash
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1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
If you try to convert this map to HL2, you might as well re:build it from scratch.
Re: PitCrew the original Posted by Orpheus on Sun Nov 23rd 2003 at 9:00pm
Orpheus
13860 posts
Posted 2003-11-23 9:00pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Vash said:
If you try to convert this map to HL2, you might as well re:build it from scratch.
why?

i have viewed No_Patience and Apex both in the new editor, with no problems.. what makes you think so?
Re: PitCrew the original Posted by Vash on Sun Nov 23rd 2003 at 9:06pm
Vash
1206 posts
Posted 2003-11-23 9:06pm
Vash
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1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
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
Campaignjunkie
1309 posts
Posted 2003-11-23 9:13pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
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 mazemaster on Sun Nov 23rd 2003 at 9:49pm
mazemaster
890 posts
Posted 2003-11-23 9:49pm
890 posts 438 snarkmarks Registered: Feb 12th 2002
Yes, XP-cagey's tools basically eliminate the max_map_planes error since after the compile you can get rid of like 2/3 of them.

http://www.natural-selection.org/forums/index.php?act=ST&f=4&t=21248&s=8b03db4af6fc36ea64b6539077787c76
Re: PitCrew the original Posted by Gollum on Mon Nov 24th 2003 at 4:14pm
Gollum
1268 posts
Posted 2003-11-24 4:14pm
Gollum
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1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
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
Adam Hawkins
858 posts
Posted 2003-11-24 4:29pm
858 posts 333 snarkmarks Registered: Aug 25th 2002 Occupation: Specialty Systems Manager Location: Chesterfield, UK
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 Orpheus on Mon Nov 24th 2003 at 5:44pm
Orpheus
13860 posts
Posted 2003-11-24 5:44pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
PitCrew Map

you will need the signs.zip too, i forgot to wadinclude it :sad:
Re: PitCrew the original Posted by Yak_Fighter on Mon Nov 24th 2003 at 5:55pm
Yak_Fighter
1832 posts
Posted 2003-11-24 5:55pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
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
Orpheus
13860 posts
Posted 2003-11-24 5:56pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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
Yak_Fighter
1832 posts
Posted 2003-11-24 5:58pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
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
Gollum
1268 posts
Posted 2003-11-24 6:03pm
Gollum
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1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
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 Yak_Fighter on Mon Nov 24th 2003 at 8:23pm
Yak_Fighter
1832 posts
Posted 2003-11-24 8:23pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
Gollum said:
1. 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.

2. Connectivity in this map is superb; possibly even more confusing than Gmdm2, however!
1. heh, I hated almost everything I had done for the first go-round.

2. that's what I was going for with my section (not the confusing part though)
Re: PitCrew the original Posted by Orpheus on Tue Nov 25th 2003 at 12:36am
Orpheus
13860 posts
Posted 2003-11-25 12:36am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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
mazemaster
890 posts
Posted 2003-11-25 12:52am
890 posts 438 snarkmarks Registered: Feb 12th 2002
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 1:08am
Orpheus
13860 posts
Posted 2003-11-25 1:08am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
my plans are, to add some weaponry and touch up a few areas i noticed while walking around..

i was hoping people would post some errors today so i could have more eyes on this thing..

it takes so long to compile, i wanna do it as few times as possible.. but since the pit has been down more than up today that doesn't look likely :cry:

anyways.. i will compile this tonight, upload it once again and then someone with major bandwidth can run it passworded, with the vital info in this thread to allow all of us to playtest..

i intend for all weapons to be present, so if anyone has one they don't particularly like, please feel free to not pick it up while fragging..

thanx everyone for your patience..

BTW, the map still is un-named.. we need something worthy of nearly 1.5 years of our time..
Re: PitCrew the original Posted by mazemaster on Tue Nov 25th 2003 at 1:15am
mazemaster
890 posts
Posted 2003-11-25 1:15am
890 posts 438 snarkmarks Registered: Feb 12th 2002
Orpheus said:
i intend for all weapons to be present, so if anyone has one they don't particularly like, please feel free to not pick it up while fragging..
Agreed! Be sure to have lots of snarks in high places (-:

Also, how about the name: "Snark"? - Simple, expressive, bound to get online play, easy to type, and strangely not taken!
Re: PitCrew the original Posted by Dr Brasso on Tue Nov 25th 2003 at 1:17am
Dr Brasso
1878 posts
Posted 2003-11-25 1:17am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
i sure would really like to be a part of playetesting if at all possible..... :popcorn: ****note large buttered bribe...er....offering.... :heee:

Doc Brass.. :dodgy:
Re: PitCrew the original Posted by Orpheus on Tue Nov 25th 2003 at 3:32am
Orpheus
13860 posts
Posted 2003-11-25 3:32am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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
Orpheus
13860 posts
Posted 2003-11-25 2:18pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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 2:41pm
Gollum
1268 posts
Posted 2003-11-25 2:41pm
Gollum
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1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
The XP-Cagey tools have a parameter in HLCSG called "-cliptype". This has a number of settings:
  • -cliptype precise reduces stickiness and saves clipnodes
  • -cliptype simple saves some extra clipnodes by lifting the players slightly on sloped floors
  • -cliptype smallest saves the most clipnodes, but gives more sticky surfaces
  • -cliptype legacy is the original version, with no stickness or clipnode reduction
I use "precise" by default. It's not perfect but it will reduce the amount of snags.
Re: PitCrew the original Posted by Gollum on Tue Nov 25th 2003 at 3:03pm
Gollum
1268 posts
Posted 2003-11-25 3:03pm
Gollum
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1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
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 3:10pm
Dr Brasso
1878 posts
Posted 2003-11-25 3:10pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
good job fellas.....well done....

mikee, you really DONT have a sex life do ya? :lol:

*runs like hell again....... :outtahere:

Doc Brass... :dodgy:
Re: PitCrew the original Posted by Gollum on Tue Nov 25th 2003 at 3:18pm
Gollum
1268 posts
Posted 2003-11-25 3:18pm
Gollum
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1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
I'm not even going to dignify that with a response.

thinks

Dammit, I already did :leper:
Joke's getting old Doc...
Re: PitCrew the original Posted by Dr Brasso on Tue Nov 25th 2003 at 3:32pm
Dr Brasso
1878 posts
Posted 2003-11-25 3:32pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
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
Orpheus
13860 posts
Posted 2003-11-25 3:37pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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 Orpheus on Tue Nov 25th 2003 at 4:14pm
Orpheus
13860 posts
Posted 2003-11-25 4:14pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
ok,

VERSION 19 is ready for critiques.. specifically items..

i am repairing the illusions in grims area and compiling now, but some feedback on items would be nice guys..

go get 19 and post something :wink:
Re: PitCrew the original Posted by Dr Brasso on Tue Nov 25th 2003 at 4:49pm
Dr Brasso
1878 posts
Posted 2003-11-25 4:49pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
ok.....2 things that bother me on this...

but first let me say how absolutely stunning i think this map is....the cohesion is outstanding....not quite like herding cats, which ive grown to truly appreciate.... :heee:

1....its darker in fact quite a bit darker in spots that need to be lit.....i love the evening/twilight feel, but the outdoor ambient lighting doesnt contrast the indoor lighting enuff....looks like a big greyscale world indoors in spots....

2.....weapons....adequate i spose....types in room environments are nice (a little tight in the crossbow arena)... :lol: ....but honestly, i think it needs a thorough playtest folks.....just MHO....a single person walking and gawking doesnt answer that question well off the cuff sir... :smile:
Re: PitCrew the original Posted by Dr Brasso on Tue Nov 25th 2003 at 4:55pm
Dr Brasso
1878 posts
Posted 2003-11-25 4:55pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
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 Orpheus on Tue Nov 25th 2003 at 5:15pm
Orpheus
13860 posts
Posted 2003-11-25 5:15pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Dr Brasso said:
ok.....2 things that bother me on this...

but first let me say how absolutely stunning i think this map is....the cohesion is outstanding....not quite like herding cats, which ive grown to truly appreciate.... :heee:

1....its darker in fact quite a bit darker in spots that need to be lit.....i love the evening/twilight feel, but the outdoor ambient lighting doesnt contrast the indoor lighting enuff....looks like a big greyscale world indoors in spots....

2.....weapons....adequate i spose....types in room environments are nice (a little tight in the crossbow arena)... :lol: ....but honestly, i think it needs a thorough playtest folks.....just MHO....a single person walking and gawking doesnt answer that question well off the cuff sir... :smile:
at least one section was my fault..

when i edited the lights rad, i put the brightness at 5 000 for one light instead of the 5000 it was supposed to be.. i can only assume it set it at a whopping 5 because of the space..

will upload the new 19 soonish..
Re: PitCrew the original Posted by Orpheus on Tue Nov 25th 2003 at 6:15pm
Orpheus
13860 posts
Posted 2003-11-25 6:15pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
i am not satisfied with the recent compile, so i will leave the current 19 in the folder..

i will move around and add a few more items on my own and post a V.20 later today..

just to give you an idea of the scale of this monster, check out a few of these figures..



hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: hlcsg.exe -estimate -high -texdata 8192 -wadinclude zeditor.wad -wadinclude tfc.WAD -wadinclude OPFOR.WAD -wadinclude signs.WAD C:\Half-Life\valve\maps\9snarkfinal19
Entering C:\Half-Life\valve\maps\9snarkfinal19.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
[zeditor.wad]
[tfc.WAD]
[OPFOR.WAD]
[signs.WAD]

129 brushes (totalling 767 sides) discarded from clipping hulls
CreateBrush:
(133.69 seconds)
SetModelCenters:
(0.12 seconds)
CSGBrush:
(54.01 seconds)

Using Wadfile: \half-life\valve\halflife.wad
- Contains 223 used textures, 95.30 percent of map (3116 textures in wad)
Including Wadfile: \half-life\valve\signs.wad
- Contains 8 used textures, 3.42 percent of map (8 textures in wad)
Including Wadfile: \half-life\tfc\tfc.wad
- Contains 1 used texture, 0.43 percent of map (279 textures in wad)
Including Wadfile: \half-life\gearbox\opfor.wad
- Contains 1 used texture, 0.43 percent of map (332 textures in wad)
Including Wadfile: \half-life\valve\zeditor.wad
- Contains 0 used textures, 0.00 percent of map (5 textures in wad)

added 47 additional animating textures.
Warning: ::FindTexture() texture NULL not found!
Are you sure you included zhlt.wad in your wadpath list?
Warning: ::LoadLump() texture NULL not found!
Texture usage is at 4.00 mb (of 8.00 mb MAX)
190.28 seconds elapsed [3m 10s]

----- END hlcsg -----

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: hlbsp.exe -estimate -high C:\Half-Life\valve\maps\9snarkfinal19

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:\Half-Life\valve\maps\9snarkfinal19.prt'
102.27 seconds elapsed [1m 42s]

----- END hlbsp -----

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: hlvis.exe -estimate -high C:\Half-Life\valve\maps\9snarkfinal19
4874 portalleafs
14253 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ High ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(159.83 seconds)
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)

average leafs visible: 184
g_visdatasize:352950 compressed from 2973140
930.19 seconds elapsed [15m 30s]

----- END hlvis -----

hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlrad -----
Command line: hlrad.exe -extra -bounce 2 -smooth 80 -estimate -sparse C:\Half-Life\valve\maps\9snarkfinal19

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Sparse ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 2 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 256.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 80.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 ] [ 1.000 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

[Reading texlights from 'C:\Valve Hammer Editor\tools\ZHTL 17\lights.rad']
[51 texlights parsed from 'C:\Valve Hammer Editor\tools\ZHTL 17\lights.rad']

21798 faces
Create Patches : 94336 base patches
0 opaque faces
801793 square feet [115458296.00 square inches]
3002 direct lights

BuildFacelights:
(1402.85 seconds)
BuildVisLeafs:
(593.39 seconds)
visibility matrix : 29.2 megs
MakeScales:
(2151.08 seconds)
SwapTransfers:
(135.29 seconds)
Transfer Lists : 69147704 transfers
Indices : 47212580 bytes
Data : 276590816 bytes
GatherLight:
(25.92 seconds)
GatherLight:
(24.35 seconds)
FinalLightFace:
(34.12 seconds)
4388.76 seconds elapsed [1h 13m 8s]

----- END hlrad -----

Re: PitCrew the original Posted by FIDDLER on Tue Nov 25th 2003 at 6:34pm
FIDDLER
39 posts
Posted 2003-11-25 6:34pm
FIDDLER
member
39 posts 14 snarkmarks Registered: Feb 4th 2003
(<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
DocRock
367 posts
Posted 2003-11-25 7:16pm
DocRock
member
367 posts 929 snarkmarks Registered: Mar 24th 2002 Location: U S of A
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
Orpheus
13860 posts
Posted 2003-11-25 7:38pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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
DocRock
367 posts
Posted 2003-11-25 8:24pm
DocRock
member
367 posts 929 snarkmarks Registered: Mar 24th 2002 Location: U S of A
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 Orpheus on Tue Nov 25th 2003 at 9:10pm
Orpheus
13860 posts
Posted 2003-11-25 9:10pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
after ANOTHER forever compile, i notice another issue, this one created by, .........me :sad:

i lowered the water level in dietz's area to stop the closh,glosh,closh sound..

now you cant get out.. will fix along with the saw into error i reckon.. BUT i feel the weapons are closer to correct..

will upload this V.20

input on item placement would STILL be welcome..
Re: PitCrew the original Posted by Crackerjack on Tue Nov 25th 2003 at 9:19pm
Crackerjack
264 posts
Posted 2003-11-25 9:19pm
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
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
Orpheus
13860 posts
Posted 2003-11-25 9:51pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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
7dk2h4md720ih
1976 posts
Posted 2003-11-26 12:26am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
pops in uninvited

Any chance of a couple of screenshots of Yaks area? :smile:
Re: PitCrew the original Posted by Orpheus on Wed Nov 26th 2003 at 12:29am
Orpheus
13860 posts
Posted 2003-11-26 12:29am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Alien_Sniper said:
pops in uninvited

Any chance of a couple of screenshots of Yaks area? :smile:
sure dave, gimme 5 minutes.. i forgot you didn't have access to HL :cry:
Re: PitCrew the original Posted by Orpheus on Wed Nov 26th 2003 at 12:42am
Orpheus
13860 posts
Posted 2003-11-26 12:42am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
yaks area's connect mine,aliens,grimlocks, and dietz's

User posted image

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Re: PitCrew the original Posted by mazemaster on Wed Nov 26th 2003 at 2:47am
mazemaster
890 posts
Posted 2003-11-26 2:47am
890 posts 438 snarkmarks Registered: Feb 12th 2002
Basically the whole area owns. Heck, the whole map owns. We need some playtests.
Re: PitCrew the original Posted by Orpheus on Wed Nov 26th 2003 at 2:54am
Orpheus
13860 posts
Posted 2003-11-26 2:54am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
LAST f**kING COMPILE!!

if no one finds anything major, this could be the last version..

people, please take a moment to delete any previous versions you may have..

post any changes that need addressed..

thanx for all your patience.
Re: PitCrew the original Posted by Dietz on Wed Nov 26th 2003 at 3:47am
Dietz
101 posts
Posted 2003-11-26 3:47am
Dietz
member
101 posts 50 snarkmarks Registered: Mar 15th 2002 Location: Texas
FIDDLER said:
(<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.
umm... yeah... he's only been there for a few years now.
Re: PitCrew the original Posted by ReNo on Wed Nov 26th 2003 at 5:17pm
ReNo
5457 posts
Posted 2003-11-26 5:17pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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
Orpheus
13860 posts
Posted 2003-11-26 5:27pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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
Mr.Ben
208 posts
Posted 2003-11-26 5:51pm
Mr.Ben
member
208 posts 560 snarkmarks Registered: Aug 29th 2003
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
Dietz
101 posts
Posted 2003-11-26 7:07pm
Dietz
member
101 posts 50 snarkmarks Registered: Mar 15th 2002 Location: Texas
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
Orpheus
13860 posts
Posted 2003-11-26 7:40pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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.