Imo
#136 posted by Orbs on 2013/11/20 16:58:32
you should releasse such a update/fix with a new bspname. Nowil just rename the old version to ..._old i geuss
Brute Force Map Design
#137 posted by
sock on 2013/11/20 17:57:25
So i�ve decided to give fastvis a try, and it works now.
fastvis = roughly one portal, in other words the engine is drawing most of the level all of the time. Set r_drawtris 1 to have a look.
New Version
#139 posted by jakub on 2013/11/20 19:08:57
thansk for this new version. i'm still getting homs every how and then, but they are on different locations and not so obstrusive as before.
Still Getting HOMs!?!
#140 posted by mfx on 2013/11/20 19:49:48
That makes me sad..
Me and rebb were speculating about hardwre setups that maybe causing this.
I never had any issues when running this on mac tbh.
IDK.
Don�t play it, or at least don�t complain anymore, just destroyed my smartphone out of pure ANGER .
Arghh!!
I'm Sorry
#141 posted by jakub on 2013/11/20 20:19:55
i didn't mean to upset you man.. map is fine right now. it's completely playable. it's not like a half of your field of view disappears. i can live with that :-)
-
sample:
http://img172.imagevenue.com/img.php?image=975008547_quoth20131120185319_00_122_347lo.jpg
Christ That's Horrible.
#142 posted by
Shambler on 2013/11/20 20:51:48
MFX you broke it again, you gotta do another re-release now man!!
Hahaha
I take some of the blame and I will altogether disable floating point coordinates for plane points in TrenchBroom 2.0.
Biggest Lesson To Learn
is to try and make the level piece by piece and make sure it's always "air tight". I made a massive mistake with q-deck by making the whole map first and trying to plug holes later.
Also use a couple of compilers, I used both tyranns qbsp and also treeq and made sure it compiled in both as often as I could. It's a ball ache but it will save you when come to do the full compile.
Mfx Sent Email
#146 posted by
mechtech on 2013/11/21 06:36:33
I was able to get a full vis to work. I got rid of the floaty point stuff, patched some holes and compiled.
Update III
#147 posted by
mfx on 2013/11/24 22:10:27
Nailed it! Fullvis, no HOMs.
Thanks to rebb, mechtech and preach!
Download
Hey MFX.
#148 posted by
Shambler on 2013/11/24 23:52:36
When we find some crucial error in this, will you break your PC as well?? ;) :P
Making This Map Was The Crucial Error
#150 posted by
mfx on 2013/11/25 00:05:07
Maybe That Should Be The Title For Your NEXT Map...
#151 posted by damage_inc on 2013/11/25 00:51:48
mfxsp18: "The Crucial Error"
Well, I played it three times(once for each release). Each time it took me about 45 minutes, and the last time I played on skill 1! It seems the third time is the charm, as it was waaaaaay better with it fixed.
I just wanted to say Thanks again, enjoyed it immensely.
- damage_
Yeah Use The Name For Your Next Map!
#152 posted by
Shambler on 2013/11/25 22:12:20
Original bugs aside, I really enjoyed it. As I have every MFX map so far :)