Pack Authors
#499 posted by sock on 2014/07/31 12:24:41
Cocerello
Mfx
Fifth/Eric
Lunaran
Scampie
Skacky
Sock
Tronyn
I now have a map from all the above authors and I can create a final zip. If anyone wants to do more updates then please send me a zip file. Please name your work "jam2_<your name>", I don't want to keep renaming stuff all the time.
I will build the final zip file tomorrow and it will ready for the weekend!
Thanks everyone, it is indeed an awesome jam pack!
I Will Send An Update Later Tonight
I have no time to do the fix. Basically just need to remove global minlight and re-tweak it a bit so it's not pitch black in some areas.
Fifth
#501 posted by ericw on 2014/07/31 17:28:08
I can check it out in a couple hours. Will come on #tf.
Hmm
#502 posted by ericw on 2014/07/31 19:07:22
I think the map might be OK.
I see black patches in the lightmap in Darkplaces.
Looks OK in Fitz 0.85, and a winquake varaiant I had handy (winwarp.exe).
Any other engines that don't work?
I'll try some more engines but it looks like the sse float bug, in which case DP needs a simple code change. And if it's that, I don't think compiling without minlight will help
Problems arise in directq, quakespasm, requiem. Fullbright spots where it should be minlight
That Sounds Like A Tool Problem To Me
I Had A Similar Problem
#505 posted by Tronyn on 2014/07/31 20:26:45
and removing global minlight fixed it
Updating The Map
#506 posted by Cocerello on 2014/08/01 05:23:20
Added a new area, tweaked many thing and optimized others, saved lots of clipnodes and marksurfaces, but raised the number of faces. I expect you'll like the changes, Sock.
It is compiling right now, so expect it tomorrow on friday morning.
On Vis'ing Tronyn's Map
#507 posted by Pekka on 2014/08/01 09:30:55
I am the someone who was trying to vis Tronyn's map, but it was taking too long with the older version. Now Tronyn gave me a new version of the map and vis has made similar progress in a few minutes that took over 24 hours with the older version.
It's possible it could finish fairly quickly and not delay the release. Tronyn will be able to tell how it is progressing with the link I gave him, so he and Sock can decide whether to wait for it to finish or not.
For reference, I have an eight-core 2.40 GHz machine on this, and the changes to the map involve more func_detail usage. Tronyn could tell you more, I'm just donating some computer here.
Looks like it's just about 50% done in full vis phase as I write this actually. I'll update on its progress after a while.
#508 posted by negke on 2014/08/01 09:55:43
Oh wow, an eight-core. That would have come in handy for my coagula3 map...
#509 posted by skacky on 2014/08/01 10:14:22
Yeah you gotta use func_details more. More than half of my architecture is func_detail and the map takes less than a minute to vis on level4.
Progressing OK
#510 posted by Pekka on 2014/08/01 11:06:28
It's at 7.. after having spent almost two hours. I'll make sure it syncs properly to Dropbox after finishing, and Tronyn can take it from there.
Yeah
#511 posted by Tronyn on 2014/08/01 11:46:31
mfx took a look at it, and said to use more func_details. I had been using func_detail as a glorified func_wall, basically for details, but he was like "make the whole map func_details except bounding walls," I was like "that doesn't make any sense to me", muttering some dumb objection based on my meagre understanding of how vis works and he was like "it's magic, just do it," and voila, seems like he was right. So big thanks to Pekka and also to mfx for helping out on this.
VIS Level
#512 posted by sock on 2014/08/01 11:52:07
It sounds like a build worth waiting for, we can delay the build for a while longer. I still want to release today, so lets see what it is like in 8 hours time.
Sock
#513 posted by mfx on 2014/08/01 13:29:20
my map underwent some changes, after no start map was needed i was bored:)
I�m mailing you the updated files this afternoon, ok?
** Update **
#514 posted by sock on 2014/08/01 14:58:17
* tronyn/pekka inprogress vising his map
* cocerello currently vising his map
* mfx adding more crazy details
* I currently have 2 maps un-vised (tronyn/coce)
I would like to stress that everyone please check your maps before sending them to me. I will only test that I can fly to the exit trigger and that it loads correctly without missing art assets.
Cut off point for sending me updates, 2hrs from this post. I want to release the pack between 5-6pm euro time.
Don't Forget
To watch the jam premiere on Daz's stream.
http://www.twitch.tv/tddaz
Ok Update Sent
#516 posted by mfx on 2014/08/01 17:03:43
JAM
#517 posted by - on 2014/08/01 17:52:01
JAAMMM!
#518 posted by Shambler on 2014/08/01 17:53:24
SHAM
me ring is stingy innit
Blue Jam
#520 posted by - on 2014/08/01 17:56:44
HAM
#522 posted by Lunaran on 2014/08/01 18:00:08
I will only test that I can fly to the exit trigger
mine is an info_notnull that doesn't become a changelevel until you kill a bunch of bros FYI, but I tested it on three difficulties in two engines.
Time To PACK!
#523 posted by sock on 2014/08/01 18:02:49
I am off to do some testing, building and packing!
Sorry Tronyn, Coce, times up no more map updates.
@Lun, yeah I have tested your map already :P
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