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? :(
Chainer
#268 posted by pushplay on 2003/07/08 17:42:08
I think it's too many ambiant sounds are in that area.
No,
#269 posted by necros on 2003/07/08 18:21:31
packet overflow has to do with too many objects on the screen at once. the sound cuts out when that happens. i don't know why.
either you've got lots of gibs or lots of monsters or something like that in the same room. you'll have to reduce the amount of objects to get rid of the error.
Chaimer
#270 posted by starbuck on 2003/07/08 18:37:58
it could be too many corpses thats causing the error... if i remember there was an updated progs.dat in the previous coagula pack that made corpses dissapear
Packet Overflow
#271 posted by metlslime on 2003/07/08 19:24:43
occurs when the server sends more packets in a single frame than the client will accept. THe result is that the client ignores the rest of the packets. The result of THAT is that the client doesn't get some of the information, like sounds, gibs, or whatever.
...and Ya,
#272 posted by distrans on 2003/07/08 21:50:08
Aard's progs.dat will help with the packet overflow so don't fret too much ChAiNeR.
BTW... my level took 12336.0 seconds to level 4 vis on Scraggy's system. Hehe, as ELEK would know - it's tiny but brutal.
#273 posted by Vodka on 2003/07/08 22:14:06
why not use details ?
_
There *was* a toolkit which offered detail brush support, but I never got it to work with conventional .maps, and couldn't figure out the editor it was bundled with (Tread, I think it was.)
Cool
#275 posted by ChAiNeR on 2003/07/09 12:26:45
btw my vis time was only about 1300 seconds? is that abnormally low? lol
i used level 4
|