PREVIEW: Operation Lighthouse part 2
Kehldon
06-03-2003, 03:12 PM
To continue from where I was http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=4901
I have run into some bad r_speeds with this map and despite all my tryes I have still some spots 1000+. I have also got into some trouble with lightning, I havent been able to run rad due to "rad.exe has performed an ilegal operation and will be close" error in windows... for along time on just that map...
Map status is like 98% complete so now I have 2 things I can do.
1. I can scrap it totally and continue my work on my other map (pics will come in a few weeks)
2. Mess around with the lighting and release it "as is" when the 2% that is left is done...
Now the map playes flawless my friends "modern" computer but on my old 350 it lags on the spots with high w_poly...
Village back yard (http://hem.thalamus.nu/~ebo008681/image/dod_lighthouse7.jpg)
Paratrooper with mg watching the allies spawn ( Axis watch out) (http://hem.thalamus.nu/~ebo008681/image/dod_lighthouse8.jpg)
The tigers warming up outside the church (http://hem.thalamus.nu/~ebo008681/image/dod_lighthouse9.jpg)
Town square ahead (http://hem.thalamus.nu/~ebo008681/image/dod_lighthouse10.jpg)
Part of the axis spawn (http://hem.thalamus.nu/~ebo008681/image/dod_lighthouse11.jpg)
The dame (http://hem.thalamus.nu/~ebo008681/image/dod_lighthouse12.jpg)
The brigde getting blown (http://hem.thalamus.nu/~ebo008681/image/dod_lighthouse13.jpg)
Another bridge shot from above (http://hem.thalamus.nu/~ebo008681/image/dod_lighthouse14.jpg)
Updated version of the blacksmith part (http://hem.thalamus.nu/~ebo008681/image/dod_lighthouse15.jpg)
Mexikilla
06-03-2003, 03:32 PM
Don't release unless you get rad to work. The architexture doesn't seem bad though but waaay too bright, and without rad, r_speeds go to hell. Good luck! Plus you might want to think about what happens if you actually have a bunch of people in a server. In one of those pics you have 11,000 epoly with just you!
EDIT: oh and it seems like the 98%Preview Day cuz I said mine was 98% too. :D
Please no pics without at least rad
and you can not tell what your r_speeds are without running vis because vis is what does occluding
Ok still a lot of work to do I think... the whole map needs more... rubbles (I love rubbles, sorry:D), and lights tweaking. I'm not an experienced mapper as I've made 3 maps in 4 months (only 1 deserved to be released) but what I've learned is that lighting can turn a good map into a very good map so work hard on that and try to use some hint brushes. MayB you had a bad compile. let's see your .log and we'll tell you...
Keep on working
Kehldon
06-04-2003, 12:57 AM
Originally posted by NC17
Please no pics without at least rad
and you can not tell what your r_speeds are without running vis because vis is what does occluding
You didnt read my post did you? RAD crashes when I run it, so I was asking if should make an effort to mess around with lightning or just quit....
Now correct me if Im wrong but dont you have to run VIS before running RAD, I have atleast done that.... so yes I have run VIS....
......
Mexikilla:
Well, when it comes to epolys I have used my own machine as measure stock 15k epolies are no problem what so ever, so 11k should be fine and Im running it on a 350 with 32Mb grafic memory GF1 which is actually lower then the requirements for DoD...but works :)
Im not sure if I follow you on the rspeed part with rad? I thought rad only calculated the lightning values for the map and VIS takes care of what you can see?
......
When it comes to rubble, I dont think Im will add any more... first the map is located in Norway and there where no major fighting in Norway, neither heavy bombing on the civilian areas. Secondly adding rubble will not help my rspeed situation very much :(
yes, fix everything before you release and do not quit. It's all part of the learning expierience. Plus it makes yourmap look bad when you dont run vis or rad and everything is so bright.
Craftos
06-04-2003, 09:17 AM
epoly limits aro no nonsense. Keep in mind few things:
- your map will be played on the net with many players, with 11000 epolies it may make troubles
- with other players epolies will be much higher. Add, let's say, 500 for every player and thing will go bad.
Rad process adds something to vis. I always get half of normal fps without lighting. if rad program crashes it's probably running out of memory.
CptMuppet
06-04-2003, 11:31 AM
Try not compiling in Hammer...
Use ZHLT/whatever the hell else everyone else uses.
Draft Dodger
06-04-2003, 12:51 PM
I like the Allied MGer guarding the spawn, I've been waiting for someone to do this. What happens if he gets killed?
Kehldon
06-05-2003, 12:36 AM
Craftos: Check out the e_poly count on dod_forrest ... and thats an offical map...
CptMuppet: I am, I have been mapping for a while, and Zoners compile tools are the first thing you learn to use with Nems batchcompiler... I have actually mapped with worlcraft since before hl was release but I have had like 3 year gap inbetween.
I think I am perhaps the only one here who actually bought the original worldcraft ? :)
Draft Dodger: Its simply 2 env_models put together so it looks like a player. Then you simply add an invisible func_tank that fires at the players in sight... so to answer your question, he cant be killed....since he isnt a monster...
I cleaned out a few lights and it actually fully compiled last night but when I load the map in hl it crashes with a memory can not be read at adressxxxxxxx error.... :(
Posting the log, but it looks just fine except the compile time perhaps....
Kehldon
06-05-2003, 12:54 AM
Craftos: Check out the e_poly count on dod_forrest ... and thats an offical map...
CptMuppet: I am, I have been mapping for a while, and Zoners compile tools are the first thing you learn to use with Nems batchcompiler... I have actually mapped with worlcraft since before hl was release but I have had like 3 year gap inbetween.
I think I am perhaps the only one here who actually bought the original worldcraft ? :)
Draft Dodger: Its simply 2 env_models put together so it looks like a player. Then you simply add an invisible func_tank that fires at the players in sight... so to answer your question, he cant be killed....since he isnt a monster...
I cleaned out a few lights and it actually fully compiled last night but when I load the map in hl it crashes with a memory can not be read at adressxxxxxxx error.... :(
Posting the log, but it looks just fine except the compile time perhaps....
haircut
06-05-2003, 01:34 AM
8 wads could be a problem ... maybe.
I didn't know you could set texdata that high, I thought 8M was the max for zoner's ... anyone help with that?
Kehldon
06-05-2003, 01:48 AM
Gonna check out the wad thing again.. It has cause that problem for me before...
When it comes to texture data, Tommy14 pages has an examply of 32 Mb, and I didnt know zoners hade a max limit, 12Mb has always worked jsut fine for me...other maps compile and works.
haircut
06-05-2003, 04:59 AM
Oh yea ... got it now.
The limits I know about are all to do with Software mode and old graphics cards. Software mode is 4M Old GFX cards are 8M.
Looks like you can use as much as you like upto the limits of the Graphics card. Bare in mind that the higher the texture memory of you map the less people can play it.
Looks like 3 of the wads can be removed to see if it's you problem.
Draft Dodger
06-05-2003, 09:26 AM
Originally posted by Kehldon
Draft Dodger: Its simply 2 env_models put together so it looks like a player. Then you simply add an invisible func_tank that fires at the players in sight... so to answer your question, he cant be killed....since he isnt a monster...
Oh, that's a better idea than I had. I was thinking of using an allied_barney, but the way you're doing it keeps him from running around and from getting killed. Good thinking.
Gorbachev
06-05-2003, 10:57 PM
you could make it possible to kill him...but then that would just encourage spawn camping, which I don't agree with.
Kehldon
06-06-2003, 12:46 AM
I ran another compile last night, compiled just fine, no errors and the **** still crashes with memory could not be read ... Im begging to suspect a memory error on my work computer... :(
Im beginning to think hairy was right about zoners cant handle more then 8Mb memory, unfortunately I was a bit stressed when I started the compile and forgot to change it to 8Mb ( it only uses 6.41 mb) so I have to rerun it all tonight again...
Bah, mapping is like programming, if it crashes and leaves an error message its easily fixed ( caught execption ) but when the whole developement environtment crashes with no error message and you have to randomly try to find out whats causing the problem, its almost impossible to find it ...
Craftos
06-08-2003, 02:28 PM
1) How much RAM do you have? Post also your Windows' Virtual Memory settings.
2) So when (and what) crashes, RAD seems to be finished
3) add -chart, recompile and then post new log
Last hope:
------------------------
often entity errors can crash the game when nothing else is wrong, and the entity errors don report a problem. I know you may hate this but remove ALL your entitys and try again. save it as a different name slowly letting entitys back in.
Kehldon
06-08-2003, 04:43 PM
Well, I have compiled the map on 2 diffrent systems both without erros. Its when I start the game that hl crashes....
The strange thing is that when I dont run rad, the map works just fine, but when rad is run (without errors) the game crashes when I load it...
Well, the map isnt that great ( high rspeeds ) so Im probebly gonna scrap it. Ill perhaps redo the map one day, but untill then ....
My other map has alot better rspeeds, looks better and probebly plays better... so Im gonna focus on getting it done. :D
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