CS_Tram

CS_Tram

Re: CS_Tram Posted by Mr.INSANE on Sat Feb 18th 2006 at 4:07am
Mr.INSANE
156 posts
Posted 2006-02-18 4:07am
156 posts 86 snarkmarks Registered: Jan 29th 2006 Occupation: Student Location: California,USA
This map is turning out pretty well imo but if you have any ideas just post em
Re: CS_Tram Posted by Naklajat on Sat Feb 18th 2006 at 7:43am
Naklajat
1137 posts
Posted 2006-02-18 7:43am
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
Looks pretty sweet so far, I like the idea :smile:

There's not really much to go on from the screens, but the areas you
have are well detailed. I'd like to see some stuff that shows the
layout better.

o

Re: CS_Tram Posted by Orpheus on Sat Feb 18th 2006 at 1:11pm
Orpheus
13860 posts
Posted 2006-02-18 1:11pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
This looks like the HL1 engine? Correct?

Be careful. Moving things cause serious frame drops with this engine. Having one train causes grief. Having two might spell your doom.

If you cannot keep the r_speeds below 600 in the high traffic zones give up because they will only climb once you have players in there to boost the action.

E_polies are everything in a moving action map.

Good luck, you'll need it.

The best things in life, aren't things.
Re: CS_Tram Posted by Addicted to Morphine on Sun Feb 19th 2006 at 9:56pm
Posted 2006-02-19 9:56pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
The first shot looks pretty good, but the second shot could use some
brightening. Also -- this looks more like a HL1 singleplayer map
than a CS map just from the textures, but I guess that isn't
necessarily a bad thing.

Post a layout when you get a chance, so we can comment on that.
Re: CS_Tram Posted by Mr.INSANE on Fri Mar 3rd 2006 at 12:18am
Mr.INSANE
156 posts
Posted 2006-03-03 12:18am
156 posts 86 snarkmarks Registered: Jan 29th 2006 Occupation: Student Location: California,USA
So far everything in the map has been going smoothly

heres my half assed layout

currently the main area needs to be detailed

my original idea was based on having large supports using the rail
textures but i get a max patches error with them this area since its
rather important is my main concern if anyone has any ideas please
enligten me

also i will be showing some updated screenshots to give you guys some stuff to chew on

User posted image
Re: CS_Tram Posted by Addicted to Morphine on Fri Mar 3rd 2006 at 12:24am
Posted 2006-03-03 12:24am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I can't really tell what's going on with that ms-paint layout, so when
you post screenshots of the level itself, why not get a shot from above
so we can see the general layout in game.
Re: CS_Tram Posted by Mr.INSANE on Fri Mar 3rd 2006 at 2:26am
Mr.INSANE
156 posts
Posted 2006-03-03 2:26am
156 posts 86 snarkmarks Registered: Jan 29th 2006 Occupation: Student Location: California,USA
Unfortanetly i cannot compile the map right now

im getting max patches error

I boxed the map becuase theres a leak somewhere but i have no idea where.

So far ive tried a few tricks

Yellow light trick = yellow shows up in what seems to be completely random paterns. Obviously thats not good

Editor search = the editor finds wholes i fix them but i still get a whole somewhere

Compiling line= the line that the compiler shows goes all over the place its practically useless
Re: CS_Tram Posted by Mr.INSANE on Sat Mar 11th 2006 at 3:11am
Mr.INSANE
156 posts
Posted 2006-03-11 3:11am
156 posts 86 snarkmarks Registered: Jan 29th 2006 Occupation: Student Location: California,USA
got the map compile still cant find leak though anyways heres a
screenshots of the area that is going to be horribly lagging the
framerate isnt going to be to great in this area from what it seems but
i still have much work todo

btw the area is brighter i fixed that a while ago just havent updated it yet
Re: CS_Tram Posted by Elon Yariv on Sat Mar 11th 2006 at 9:56pm
Elon Yariv
130 posts
Posted 2006-03-11 9:56pm
130 posts 63 snarkmarks Registered: Mar 4th 2006
Trains in Multiplayer games are annoying! In a sven co op level there was a part when you needed to jump on a train. I couldn't do it for I lagged, one moment the train was in a good position the other it was on the other side.

Well trains aren't always bad in multiplayer look at subtransit(official Hl1DM map), it works smoothly even with that train.

The last two pics are really two dark. And make the red light spots emmit red light. It's sometimes nicer to have more then one color of lighting.
Elon Yariv
Re: CS_Tram Posted by Orpheus on Sun Mar 12th 2006 at 12:47am
Orpheus
13860 posts
Posted 2006-03-12 12:47am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Mr.INSANE said:
got the map compile still cant find leak though anyways heres a screenshots of the area that is going to be horribly lagging the framerate isnt going to be to great in this area from what it seems but i still have much work todo
Unsuccessful compiles are unreliable frame rate references bud. Find that leak. If need be, add some particles to the pointfile.

and @Elon. Subtransit was the second most annoying "official" Valve release. Never failed that some asswipe LPB would fire up that damned train and ruin all us 56k players fun.

Trains always suck in HLDM.

The best things in life, aren't things.
Re: CS_Tram Posted by ReNo on Sun Mar 12th 2006 at 1:23am
ReNo
5457 posts
Posted 2006-03-12 1:23am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I used to use the train plenty, and I spent all my HL1 days on 56k. The train itself wasn't very smooth moving, but I didn't find it spoiled the performance elsewhere in the map much if at all :confused:
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: CS_Tram Posted by Orpheus on Sun Mar 12th 2006 at 1:36am
Orpheus
13860 posts
Posted 2006-03-12 1:36am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
ReNo said:
I used to use the train plenty, and I spent all my HL1 days on 56k. The train itself wasn't very smooth moving, but I didn't find it spoiled the performance elsewhere in the map much if at all :confused:
Weird, I always knew it was on even without seeing it. My ping always spiked. Had the same issue with OP4_Park. Loved the map. hated the train.

If there had been a version of each without the train, I'd have been in hog heaven. Both were superb maps otherwise.

The best things in life, aren't things.
Re: CS_Tram Posted by mazemaster on Sun Mar 12th 2006 at 1:36am
mazemaster
890 posts
Posted 2006-03-12 1:36am
890 posts 438 snarkmarks Registered: Feb 12th 2002
Subtransit was the second most annoying "official" Valve release.
What was the most annoying one?
http://maze5.net
Re: CS_Tram Posted by Orpheus on Sun Mar 12th 2006 at 1:39am
Orpheus
13860 posts
Posted 2006-03-12 1:39am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
mazemaster said:
<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<DIV class=quotetext>Subtransit was the second most annoying "official" Valve release.
What was the most annoying one?</div></div>

Why, Gasworks of course. Most annoying LPB map in the "Official" rotations.

Now, I admit, if there was a way to make everyones ping the same, I'd have loved it but, on 56k it sucked.

Sadly, I didn't get broadband until the end of my fragging experience. By then, I had 56k habits and had to relearn to frag every map.

The best things in life, aren't things.
Re: CS_Tram Posted by ReNo on Sun Mar 12th 2006 at 2:31am
ReNo
5457 posts
Posted 2006-03-12 2:31am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I think you use your 56k ping as too much of an excuse Orph :razz: I never really found I was at that much of a disadvantage on 56k - obviously there was a difference but certainly not so much as to ruin a map or anything.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: CS_Tram Posted by Gwil on Sun Mar 12th 2006 at 2:35am
Gwil
2864 posts
Posted 2006-03-12 2:35am
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
Nah, i'm with Orph - subtransit and it's train WAS irritating. It
lagged me quite badly but some even worse connections used to get 50/60
choke or just drop altogether.

In the end I berated people who used it, or, got to it first and
abandoned it in the tunnel (although there was always some industrious
fool willing to go and find it).

There was a CS map with trains on that was internationally maligned
too, big thing with cliffs and a couple of trains. de_railroad maybe?
Re: CS_Tram Posted by Orpheus on Sun Mar 12th 2006 at 2:37am
Orpheus
13860 posts
Posted 2006-03-12 2:37am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
ReNo said:
I think you use your 56k ping as too much of an excuse Orph :razz: I never really found I was at that much of a disadvantage on 56k - obviously there was a difference but certainly not so much as to ruin a map or anything.
Perhaps. Now. I do not wish you ill, but the day you give up your 8mbps, you'll see what bad habits you've acquired. Whining will be one of them.

Then I knew no better as 56k was all that I had ever known. As for the maps, if I were the only one who noticed "peculiarities" then I'd be more apt to be convinced you were/are correct.

Sadly, back then our clan server (for which I played almost exclusively upon) was located in Alaska and my ping was always between 175 and 300.

Seriously though, if you didn't notice the train when you played Subtransit, you were either thick, or very lucky. I think the latter since you rarely demonstrate the lack of "learning' ability. :razz:

The best things in life, aren't things.
Re: CS_Tram Posted by ReNo on Sun Mar 12th 2006 at 3:49am
ReNo
5457 posts
Posted 2006-03-12 3:49am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Hehe, I guess it's probably luck mixed in with forgetfulness :biggrin: In all seriousness though, I just don't recall having an issue with subtransit, as while the train itself was definately jerky, I still seem to remember finding it perfectly playable. Maybe I was just easily pleased :biggrin:
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: CS_Tram Posted by Addicted to Morphine on Sun Mar 12th 2006 at 3:56am
Posted 2006-03-12 3:56am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Yeah Gwil, it was de_railroad.
Re: CS_Tram Posted by Mr.INSANE on Sun Mar 12th 2006 at 5:30am
Mr.INSANE
156 posts
Posted 2006-03-12 5:30am
156 posts 86 snarkmarks Registered: Jan 29th 2006 Occupation: Student Location: California,USA
yeah back on topic im relighting both those areas they are indeed way to dark

AS for weather the train will be moving or not im still trying to
figure out what todo. What im thinking is having the train move back
and forth slowly or just sit and not move or do what i wanted have the
train running. But ofcourse i planned on playing this lan so lag isnt
an issue

As for the leak I am absoltely stumped. The point file is crazy it
moves all over the place to many lines to really tell where it goes.
Ive chechked the area where it was and even boxed it in but it still
leaks.

Anyone wanting to help me find this leak feel free to pm me and ill send you a version of the map.
Re: CS_Tram Posted by Elon Yariv on Sun Mar 12th 2006 at 7:21am
Elon Yariv
130 posts
Posted 2006-03-12 7:21am
130 posts 63 snarkmarks Registered: Mar 4th 2006
Is the train closed and has many cars? Like a subway train. If so you don't have to make it move, it's already a nice spot to fight in!
Elon Yariv
Re: CS_Tram Posted by Orpheus on Sun Mar 12th 2006 at 12:57pm
Orpheus
13860 posts
Posted 2006-03-12 12:57pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Pointfile always works, as long as it doesn't say "blah,blah particles short"

Anyway, a sure fire method is "Blocking"

Put a block over 50% of the map. Doesn't matter which, just make sure its methodical. Then 50% of the side you are sure the leak is inside. Then 50% of that and so on. Eventually you will be left with an area the leak is inside of.

Assuming you have but one leak the next step is to put a block over the entire area you are sure does NOT have the leak and compile. Make sure you have a player start inside and then use pointfile again. The area will by then be small enough to hopefully locate the leak.

Leaks are preventable. I have only created one accidentally in all the dozens of maps/areas/prefabs I have ever made. Slow down and pay attention to your project and you will be fine.

Now, go find that leak.

The best things in life, aren't things.
Re: CS_Tram Posted by Elon Yariv on Sun Mar 12th 2006 at 2:27pm
Elon Yariv
130 posts
Posted 2006-03-12 2:27pm
130 posts 63 snarkmarks Registered: Mar 4th 2006
There is a nice program called leakmarker. It creates a block in the .map file over the place with the leak.(well...the place the compiling tool says it's there, I once had a problem with that, but the leak was still near the place with the block)
Elon Yariv
Re: CS_Tram Posted by Mr.INSANE on Mon Mar 20th 2006 at 1:16am
Mr.INSANE
156 posts
Posted 2006-03-20 1:16am
156 posts 86 snarkmarks Registered: Jan 29th 2006 Occupation: Student Location: California,USA
Anyways went in spent about 20 mintues looking for mister leak but to
no avail tryed the leak finder program and nothing every showed up.

I know thats it in the main big area but thats all when i move away
from the entrance it leaks when i enclose the entrance it leaks.

I did though find a few leaks and fixed them but i still havent gotten it to compile correctly

Once again anyone willing to help me find the leak feel free to email or pm me
Re: CS_Tram Posted by Elon Yariv on Tue Mar 21st 2006 at 5:19pm
Elon Yariv
130 posts
Posted 2006-03-21 5:19pm
130 posts 63 snarkmarks Registered: Mar 4th 2006
Leakmarker marks the leak in the .map file not .rmf. Did you search for the block in the .map file?
Elon Yariv
Re: CS_Tram Posted by Mr.INSANE on Fri Mar 24th 2006 at 12:32am
Mr.INSANE
156 posts
Posted 2006-03-24 12:32am
156 posts 86 snarkmarks Registered: Jan 29th 2006 Occupation: Student Location: California,USA
Erh Im using quark (wait wait I want absolotely no bad comments about
quark this is my fault not the programs)and quark doesnt support rmfs i
wonder

I have searched the map file is exactly the same and theres no blocks or anything
Re: CS_Tram Posted by Elon Yariv on Fri Mar 24th 2006 at 10:06pm
Elon Yariv
130 posts
Posted 2006-03-24 10:06pm
130 posts 63 snarkmarks Registered: Mar 4th 2006
Entity report(or the thing there is in quark that with it you can center view on entities)->center view on the brush entity you created with leakmarker

You know I envy you. I tried to use it and didn't make it. Is it better then worldcraft 2.1?
Elon Yariv
Re: CS_Tram Posted by Mr.INSANE on Fri Mar 24th 2006 at 11:55pm
Mr.INSANE
156 posts
Posted 2006-03-24 11:55pm
156 posts 86 snarkmarks Registered: Jan 29th 2006 Occupation: Student Location: California,USA
well I give up with leakmarker the program just doesnt seem to do anything

As for quark and hammer

I personnaly prefer quark becuase it is much simpler and easier to
learn and still has the power of hammer. Not to mention it supports 20
games which is always an upside.