The "Official" Competition 27 Created 15 years ago2009-06-08 01:26:32 UTC by TheGrimReafer TheGrimReafer

Created 15 years ago2009-06-08 01:26:32 UTC by TheGrimReafer TheGrimReafer

Posted 15 years ago2009-07-18 15:35:18 UTC Post #270446
Wow nice map. I love good competition! Yea ill give the compilator a shot, my compiler is confusing. Btw I think im like the only person that hasn't posted any screenshots..

Ok, so with the compilator you have to compile the map in hammer with f9 first before you can compile it with the compilator? Otherwise you only have a rmf file and no MAP file to compile.. This doesn't make sence if you have to because my map cannot compile with hammer.

And what does compiling it sparse mean?
Posted 15 years ago2009-07-18 15:48:15 UTC Post #270447
Looks good, Tetsu0. I'd like to see it with proper lighting :)

Also, am I the only one turning in a Source map for this one?

Edit: Zeeba, you can export a .map file under the "file" tab. Don't tell me you've never noticed that.
Posted 15 years ago2009-07-18 16:09:04 UTC Post #270449
Well I compile the map. file with the compilator but it just says an error has occured. Any settings that might help? It says this error a few times in my compile log.

Error: Entity 107, Brush 0: mixed face contents
Texture SCROLL_DIRTY and !C2a54

I tried erasing everything that used the textures but it didnt work.

There was a scrolling conveyor with the water texture on its sides so I changed them all to the scrolling texture..
Posted 15 years ago2009-07-18 16:14:02 UTC Post #270450
Hit Ctrl+Shift+G, type 107 for Entity#, and leave 0 for Brush#.

Hit Shift+A and apply a random texture to it, like the AAATRIGGER.

Then apply the scrolling texture to the ENTIRE brush.

You get that error when you use a water or sky texture on all but one or more sides. If you're still getting the error delete the brush and remake it.
Posted 15 years ago2009-07-18 16:27:11 UTC Post #270451
Alright thanks, that takes care of that problem but it still doesn't compile. My light data was very hight "at 98%" last time it worked and I added another tiny area so it must be full. Is there any settings that might help or is it just that there is too much space in my map? Ill try a few things and lowering the sky where I can.
Posted 15 years ago2009-07-18 16:30:14 UTC Post #270452
Thanks Zeeba and Worldcrafter!
I'm getting the gist of the scripting done right now. Then i'll go back and add terrain detail as i can. I'm losing 60% of my day tomorrow becasue i'm goin across state to see some relatives i havent seen in a few years. They're great people and i wouldnt miss this BBQ for anything. Not even the compo end deadline.

So i'll do what i can right now, (i have to go dig some fencepost holes in a bit) then in 3 hours i have another family function to attend, and tonight i'm gonna work my ass off getting everything working as i want it to.

and... my rents are back from the store with the concrete... looks like i'm losing more time :( blah

Whatever.

EDIT---

@ Zeeba - you could try scaling up some textures a bit.
All the ones that don't really need noticing. Even a scaling them from 1.0 to 1.2 will give you another +/- 10% light data to work with.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-18 16:33:39 UTC Post #270453
Hmm, ive erased the small area that I added after it would compile succesfully but it isnt working. Im starting to get frustrated with how much time im wasting trying to fix this. World crafter, what did you mean by compiling sparse and that it wouldn't allow the max patches error?

edit:k thanks ill try it. And what about exterior textures that arent rendered. I textured them all generic but does scaling them bigger matter?
Posted 15 years ago2009-07-18 16:37:22 UTC Post #270454
Shit, i screwed up big time!

I have to make an additional passage not shown on the layout picture. I hope this is not a problem.

My map is almost done, i only have to place spawns, weapons and ammo.
And i haven't even compiled it once yet.
Posted 15 years ago2009-07-18 16:43:32 UTC Post #270455
Then i'll go back and add terrain detail as i can. I'm losing 60% of my day tomorrow becasue i'm goin across state to see some relatives i havent seen in a few years
I hope you know that, as of now, there's only ~28 hours left. Not to stress you out or anything, but you might have to drop some of the smaller details and get the map out the door soon.

Atom, box in your map and run a test compile with fast vis. Don't be an idiot, figure out what needs fixing before your "final" compile :)
Posted 15 years ago2009-07-18 16:43:44 UTC Post #270456
Well, you know how to make a batch compiler, so you obviously know how to make a map that will compile and look good light up.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-07-18 16:44:55 UTC Post #270457
Ninja'd by Jeff.

Zeeba: Sparse breaks the ~65500 patch limit, and virtually gets rid of patch limits all together.
Posted 15 years ago2009-07-18 16:48:50 UTC Post #270458
I selected sparse and tried but the same thing happened. It doesnt say max_patch when i use the compilator but it just says that an error has occured.
Posted 15 years ago2009-07-18 16:53:40 UTC Post #270459
You mean an application error, not a compile error?
Posted 15 years ago2009-07-18 16:58:02 UTC Post #270460
it's probably a different error. Post your compile log in a new thread. I don't want you to have to drop out because of something stupid like this.
Posted 15 years ago2009-07-18 19:18:16 UTC Post #270462
OMG, I found it. A small textlighted brush was said to be outside the world so I erased it... I have no idea why this happened but I don't care im back in.

Edit, btw you were way right captain t. Making the textures bigger scaled takes tons off my light data. With out knowing this I would not have been able to finish my map.
Posted 15 years ago2009-07-18 19:48:18 UTC Post #270473
btw you were way right Tetsu0. Making the textures bigger scaled takes tons off my light data. With out knowing this I would not have been able to finish my map.
Fixed :)

Glad it helped Zeeba.
And if you're running into terrain clipping problems, use the bevel texture.
Texture every unseen face of complex geometry, like triangle-method-terrain, with BEVEL. It makes everything run MUCH smoother. It's amazing.
I hope you know that, as of now, there's only ~28 hours left. Not to stress you out or anything, but you might have to drop some of the smaller details and get the map out the door soon.
Which is why i'm doing the bigger stuff now. I consider the terrain to be a minor detail. It's always something i can do later. After everything else is working properly. Until then, it's flat. And i could care less.

The big stuff is the scripting. I said earlier that it was a DM map but i changed my mind. Therefore since its SP i need scripting to tell the story. Tho i might have to resort to game_texts and fancy sounds now.
My only concern is getting all my other resources together so when i submit it, the judges can actually play it without error.. i'm notorious for tripple checking, but overlooking one minor detail.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-18 20:20:23 UTC Post #270477
I've found that a good way to be sure you've packaged all your custom content is to delete all custom content in your HL directory, so that it's toally vanilla, then unpack your map's files and run through it.
Posted 15 years ago2009-07-18 21:11:48 UTC Post #270479
That's a great idea, but idk if i'll have time to do that. Eh, I'll figure it out.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-18 23:48:38 UTC Post #270482
Don't have time? Just rename your models, sprites, and sound folders to something else and make new ones for testing your packaged stuff.

Edit: My deceptively blocky map is 99% good to go. I'll be running the final when I go to bed, and will let it keep running until it either finishes, or the deadline starts approaching. If it doesn't finish in time, I've got a fast-vis-compiled backup ready to go :)
User posted image
^That clock tower moves in realtime.
The map, with content included, is over 50MB D:
Posted 15 years ago2009-07-18 23:48:39 UTC Post #270488
Looks pretty good. But it just seems barren.
I'm liking the windmills too. Nice touch.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-18 23:52:39 UTC Post #270490
Yeah, I picked the worst possible spot for a screenshot but I wanted a shot of the windmills and the clock tower.
The rest of the map is quite different.
Posted 15 years ago2009-07-19 00:04:19 UTC Post #270493
very well then!
I'm back to scripting.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-19 00:09:22 UTC Post #270494
Yeah, but does the clock tell the actual time or not?
Posted 15 years ago2009-07-19 00:42:18 UTC Post #270496
No. But it tells gameplay time :)
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-19 01:56:11 UTC Post #270497
FUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCK

I'm getting this damn "Too many entity's in visible packet list"
And idk how to fix it.
Half the shit in my level just isnt rendering. WHYYY ? :(
I'm using hint brushes wheere they need to be but when i turn on gl_wireframe 2 i can still see every damn brush in the map.. i dont understand.
I've seen maps with an incredible amount more entities than i have...
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-19 02:14:46 UTC Post #270498
http://www.slackiller.com/tommy14/errors.htm#entlim
Combine common, brush based entities into single entities. I don't know if point entities like triggers affect visible entities, but you should move any relays and whatnot out of the offending area and into a hollow box outside the map just in case.

See every brush in the map? I don't see how that could happen unless vis isn't running for some reason.
Posted 15 years ago2009-07-19 02:46:21 UTC Post #270499
Half the shit
lmao, I read "Half-Life" first :crowbar:
Combine common, brush based entities into single entities.
This will increase the compile time, and will also generate extra faces.
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2009-07-19 03:38:09 UTC Post #270502
WC, your maps for CSS right? We totally need to get some people and play that, it looks awesome.
Posted 15 years ago2009-07-19 03:39:54 UTC Post #270503
No, it's HL2DM. I built it using CSS materials, so I tested it in CSS before moving the materials over.
Posted 15 years ago2009-07-19 04:36:30 UTC Post #270505
Damn you! Still looks pretty awesome though.
Posted 15 years ago2009-07-19 06:28:05 UTC Post #270507
Well im done with all structure on my map. I'd add more but it can't handle anything else. Lighting is pretty much done too also being that my rad is almost at its limit. All I have to do now is add clip brushes to stop the player from leaving the map. After that I can have fun with the ambience and weapon/player start locations. Than ill submit it. I have to work tommorow so im staying up all night. Nice clean looking stuff wc. I love real time clocks!
Posted 15 years ago2009-07-19 08:04:15 UTC Post #270512
Damnit. You're right World Crafter.
I can see every brush on the map because im not running vis. Even if i run vis and not rad i get the same error.so i gotta wait the half hour before even testing my entity set-ups.
I gotta be EXTRA careful now :( damnit.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-19 08:16:24 UTC Post #270513
Try combining some of your brush entities and adding hint brushes.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-07-19 10:10:18 UTC Post #270517
Nah i have it all sorted out. I was testing my entity setups only running csg and bsp, and because of that, you can see EVERYTHING at the same time..
Goldsource was bitching. :combine:
So now that i'm running full compiles, (+vis and +rad not full) Everything works now.
I think i have the whole storyline / gameplay aspect done. Now to scrip in the extras and hints.
OMG i might make it >.<
Depending on how long my final compile takes.
Like worldcrafter, i will keep the -fast vis compile as backup in-case the other fails.
But for now, I need to eat while this compile is running.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-19 10:26:08 UTC Post #270519
Im compiling too, but it looks like my map leaks from pretty much everywhere. Got to fix that first.

I love the new syntax highlighting in SHLT 3.6!
Posted 15 years ago2009-07-19 11:00:43 UTC Post #270521
9 hours from due, and my map is 50% done, w00t!

No really, I sucked it up as far as time management goes on this compo. Epic fail is me.
Posted 15 years ago2009-07-19 11:27:57 UTC Post #270522
I'm done with everything!!! hahaha running test compile now, mowing the lawn, working out the bugs, and we're golden!
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-19 11:51:27 UTC Post #270523
Is the deadline at 11:59 pm the 19th or 11:59 pm the 20th?
Posted 15 years ago2009-07-19 12:10:55 UTC Post #270525
Time to host and submit mine. Well I have work in four hours and have been up all night so im gonna take a nap. :plastered:

Edit, submitted and under 2mb! ! ! :crowbar: Good luck everyone.
Posted 15 years ago2009-07-19 13:30:23 UTC Post #270526
Submitted!!! 8.25 mb!!

CHECK IT OUT YEAH!
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-19 13:34:18 UTC Post #270527
Lol, the compo ends at 1:00 am for me. xD

If I have made a mistake, just ignore me.
Moaby MoabyMk. III
Posted 15 years ago2009-07-19 16:19:03 UTC Post #270529
I hope you actually submitted it to the compo instead of just releasing it in the vault.

Edit: Couldn't upload puzzle.wad.

Edit Edit: Just submitted my entry and realized that I forgot to mention what game it is for, and now my included comment is probably looking pretty damn stupid.
PENGUINBOY AND GRIM: It's for HL2DM
Posted 15 years ago2009-07-19 16:30:58 UTC Post #270530
Doing final compile now.

Rofl @ LeafThread:

LeafThread:
5115 / 10000

Exactly 10000. :)

Im playing Megaman 5 while compiling. And no, it doesn't lag, i use low priority. ^^
Posted 15 years ago2009-07-19 16:44:04 UTC Post #270532
Low priority is the way to go :)
I compiled Blue Paradise in the background and played TF2 thanks to low priority compiling.
Posted 15 years ago2009-07-19 17:17:27 UTC Post #270535
I finished Megaman 5.
But its still compiling.

Im gonna watch some old AVGN episodes then.

Stupid banana raincoat wearin bitch!
Posted 15 years ago2009-07-19 17:53:12 UTC Post #270536
fixed some bad stuff,
-texture issues, confusion
added some more detail, few more scripts / easter eggs.
compiling now. will update the zipfile when ready.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-19 18:13:58 UTC Post #270537
Yay! Submitted mine!
User posted image
Posted 15 years ago2009-07-19 18:23:07 UTC Post #270538
MuzzleFlash loves submerged.wad :P
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2009-07-19 18:27:09 UTC Post #270539
I do. Great wad.
Posted 15 years ago2009-07-19 20:20:28 UTC Post #270540
You make me look bad.
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