Tyrann's Map
---- tyrvis v1.0 ---- (Beta version Jul 4 2003 (01:28:01)
testlevel = 4
BSP is version 29
3314 portalleafs
13231 numportals
Calculating Base Vis:
Calculating Full Vis:
21339 of 26462: 80%
I never should've said 'Sure Tyrann, just send it over' ;).
80% in 28 hours... Oh my...
I Don't Know If
#244 posted by aguirRe on 2003/07/06 13:12:57
it helps but in lengthy vis sessions, after processing 60% of the portals there are often 80% of time left ...
Shiiiiett
#245 posted by ChAiNeR on 2003/07/06 13:19:22
i forgot :o
just have some monster placing and some weapons n stuff to throw in, will get it done by tonight if i don't fall asleep too early! :S
i mean it this time hehe
AguirRe:
Oh yes... that helps a lot. I feel way more comfortable now...
/me slaps aguirRe around a bit with 30.5 hours of processor time
But Hold On....
#247 posted by metlslime on 2003/07/06 19:29:15
if it's a true coagula map (wide open space floater,) then why even bother vising it?
Metl
#248 posted by Tyrann on 2003/07/06 19:56:58
why even bother vising it?
Coagula maps do have vis-blockers, they're just not as obvious as other maps (i.e. they try harder to look open). Vising makes a big difference on this map. Unvised, it has r_speeds that top out at 4000-5000, while after vising the max r_speeds drop to around 1500 or so (I hope anyway; that's based on an earlier version, so it may have changed now).
Tyrann...
#249 posted by metlslime on 2003/07/06 20:00:16
ah, okay.
Heh
#250 posted by pushplay on 2003/07/06 21:17:41
why even bother vising it?
I barely did.
UWF...
#251 posted by distrans on 2003/07/06 21:43:37
Sending the .map off to Scraggy for final vis right this minute. Is it OK if I ask him to zip the final .bsp and .txt up then forward to you as a CC: when he returns file?
Also, the corpse remover / level initializer progs.dat should arrive in your box within the hour.
PS...
#252 posted by distrans on 2003/07/06 21:45:47
Vis should take less than 4 hours on Scragbait's system
Distrans
#253 posted by Tyrann on 2003/07/06 21:54:50
What progs are those?
If you made them yourself and you can do the cvar-setting code, can we have:
r_maxsurfs 5000
r_maxedges 7500
gl_subdivide_size 1024
If not, I'll make an autoexec.cfg to go with the pak with those commands in it, plus:
exec ..\id1\autoexec.cfg
Which would have a similar effect.
It's...
#254 posted by distrans on 2003/07/06 23:02:15
Aard's prog.dat ... the one that removes corpses and gibs after 5 seconds, and ensures that each level commences with only shotgun and 25 shells.
Ok, Thanks.
#255 posted by Tyrann on 2003/07/07 00:58:12
I'll send UWF the autoexec.cfg then. That should do the job well enough.
Tyrann, UnderworldFan
#256 posted by necros on 2003/07/07 15:56:46
instead of a autoexec.cfg, just make your own quake.rc
some people (ie: me) use the autoexec.cfg for things...
i (and probably others) would appreciate a quake.rc and a new .cfg file...
cheers!
------
UWF, i'm sorry, but i just won't be able to give you my map on time. the compile time for that thing is worse than nesp09, and that map has my priority right now. i still need to light my coagula map too, so i forsee at least a half dozen more compiles...
sorry dudes. i will try and release it some time, but i'm affraid it won't be on time for the contest.
Necros:
#257 posted by metlslime on 2003/07/07 17:04:07
sounds like they plan to exec your id1/autoexec.cfg anyway. Though, i don't know if exec will accept a .. in the path.
...
#258 posted by necros on 2003/07/07 17:19:27
er... i didn't really understand ya...
anyway, though, all you do is you put a quake.rc in the pak's root dir.
and you write which .cfg files to exec, so exec autoexec.cfg and exec config.cfg are in the regular quake.rc. just add a new exec coagula.cfg or something with the appropriatly named cfg file, add in any vars you want, and then it will work for everyone.
Autoecec.cfg / Quake.rc
#259 posted by Tyrann on 2003/07/07 18:47:37
exec ../id1/autoexec.cfg does work, but I'll look at the quake.rc option as well.
Btw...
#260 posted by Tyrann on 2003/07/07 18:55:36
---- tyrvis v1.0 ---- (Beta version Jul 4 2003 01:28:01)
testlevel = 4
BSP is version 29
3314 portalleafs
13231 numportals
Calculating Base Vis:
Calculating Full Vis:
24983 of 26462: 94%
4 days, 6 hours...
I Have No Eyes To See
#261 posted by Vodka on 2003/07/07 21:40:28
there is a chance
Holy Hell, Tyrann,
#262 posted by necros on 2003/07/07 22:20:23
you better pray to god nothing untoward happens! those last percentages always take ages!
*prays*
Tyrann
---- tyrvis v1.0 ---- (Beta version Jul 4 2003 01:28:01)
testlevel = 4
BSP is version 29
3314 portalleafs
13231 numportals
Calculating Base Vis:
Calculating Full Vis:
25864 of 26462: 97%
Running for 68 hours... Going from 96% to 97% took almost 10 hours.
Your're Now Ahead Of Me
#264 posted by Tyrann on 2003/07/08 04:56:16
This has been much worse than I expected... still, at least we're nearing the end.
Vis Wars
#265 posted by metlslime on 2003/07/08 06:01:32
/me waits for the percent complete to halt completely, and then start going back down
Hehe
#266 posted by ELEK on 2003/07/08 08:29:48
Compiling all that empty space for the void is what sucks about Coag maps. I imagine this map is going to be really detailed as this vis is taking some time. I look forward to seeing all the maps in action.
One Question...
#267 posted by ChAiNeR on 2003/07/08 17:12:07
my map is complete but has an error at the end where a 'packet overflow' message flashes up on screen several times and the sounds cut out.. why's it doing this? :(
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