Team Mapping Created 12 years ago2012-03-09 07:50:59 UTC by Captain Terror Captain Terror

Created 12 years ago2012-03-09 07:50:59 UTC by Captain Terror Captain Terror

Posted 12 years ago2012-04-01 09:55:12 UTC Post #304836
Could you post the whole compile log so we can see what's going on?
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-04-01 10:53:00 UTC Post #304837
[quote]

** Executing...
** Command: "e:grysteamsteamappsrandallmensourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "e:grysteamsteamappsrandallmencounter-strike sourcecstrike" "C:Documents and SettingsDamianDesktopninjamenteam_mapping_010.vmf"

Valve Software - vbsp.exe (Oct 25 2011)
2 threads
materialPath: e:grysteamsteamappsrandallmencounter-strike sourcecstrikematerials
Loading C:Documents and SettingsDamianDesktopninjamenteam_mapping_010.vmf
Can't find surfaceprop stone for material STONE/INFTRIMA, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in e:grysteamsteamappsrandallmencounter-strike sourcecstrikegameinfo.txt
Patching WVT material: maps/team_mapping_010/de_tides/blend_concrete_dirt_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
** leaked **
Entity info_player_start (-1480.00 626.26 -228.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 3584.0 38.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 3584.0 630.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1504.0 3072.0 -456.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2016.0 3072.0 -456.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1520.0 3072.0 -192.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2032.0 3072.0 -192.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1520.0 3072.0 328.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2032.0 3072.0 328.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

** Suppressing further FindPortalSide errors.... **
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 650 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/hav*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/hav*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (602784 bytes)
Error! To use model "models/props_c17/door01_left.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_c17/door01_left.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
10
Compacting texture/material tables...
Reduced 1595 texinfos to 946
Reduced 165 texdatas to 141 (4863 bytes to 4244)
Writing C:Documents and SettingsDamianDesktopninjamenteam_mapping_010.bsp
15 seconds elapsed

** Executing...
** Command: "e:grysteamsteamappsrandallmensourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "e:grysteamsteamappsrandallmencounter-strike sourcecstrike" "C:Documents and SettingsDamianDesktopninjamenteam_mapping_010"

Valve Software - vvis.exe (Oct 25 2011)
2 threads
reading c:documents and settingsdamiandesktopninjamenteam_mapping_010.bsp
reading c:documents and settingsdamiandesktopninjamenteam_mapping_010.prt
LoadPortals: couldn't read c:documents and settingsdamiandesktopninjamenteam_mapping_010.prt

** Executing...
** Command: "e:grysteamsteamappsrandallmensourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "e:grysteamsteamappsrandallmencounter-strike sourcecstrike" "C:Documents and SettingsDamianDesktopninjamenteam_mapping_010"

Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:documents and settingsdamiandesktopninjamenteam_mapping_010.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (2.73 seconds)
7416 faces
1 degenerate faces
689861 square feet [99340112.00 square inches]
24 Displacements
16587 Square Feet [2388617.75 Square Inches]
sun extent from map=0.017452
57 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (97)
Build Patch/Sample Hash Table(s).....Done<0.0452 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (91)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 59/1024 2832/49152 ( 5.8%)
brushes 1584/8192 19008/98304 (19.3%)
brushsides 11895/65536 95160/524288 (18.2%)
planes 5460/65536 109200/1310720 ( 8.3%)
vertexes 12608/65536 151296/786432 (19.2%)
nodes 3568/65536 114176/2097152 ( 5.4%)
texinfos 946/12288 68112/884736 ( 7.7%)
texdata 141/2048 4512/65536 ( 6.9%)
dispinfos 24/0 4224/0 ( 0.0%)
disp_verts 1944/0 38880/0 ( 0.0%)
disp_tris 3072/0 6144/0 ( 0.0%)
disp_lmsamples 43640/0 43640/0 ( 0.0%)
faces 7416/65536 415296/3670016 (11.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4243/65536 237608/3670016 ( 6.5%)
leaves 3628/65536 116096/2097152 ( 5.5%)
leaffaces 8760/65536 17520/131072 (13.4%)
leafbrushes 2806/65536 5612/131072 ( 4.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 52990/512000 211960/2048000 (10.3%)
edges 32413/256000 129652/1024000 (12.7%)
LDR worldlights 57/8192 5016/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 747/32768 7470/327680 ( 2.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 13764/65536 27528/131072 (21.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 13/512 4576/180224 ( 2.5%)
LDR lightdata [variable] 10865700/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 136371/393216 (34.7%)
LDR ambient table 3628/65536 14512/262144 ( 5.5%)
HDR ambient table 3628/65536 14512/262144 ( 5.5%)
LDR leaf ambient 14782/65536 413896/1835008 (22.6%)
HDR leaf ambient 3628/65536 101584/1835008 ( 5.5%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/24600 ( 0.0%)
pakfile [variable] 182170/0 ( 0.0%)
physics [variable] 602784/4194304 (14.4%)
physics terrain [variable] 7028/1048576 ( 0.7%)

Level flags = 0

Total triangle count: 20972
Writing c:documents and settingsdamiandesktopninjamenteam_mapping_010.bsp
3 minutes, 21 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsDamianDesktopninjamenteam_mapping_010.bsp" "e:grysteamsteamappsrandallmencounter-strike sourcecstrikemapsteam_mapping_010.bsp"
[/quote]
Posted 12 years ago2012-04-01 10:57:50 UTC Post #304838
** leaked **
Entity info_player_start (-1480.00 626.26 -228.00) leaked!
You have a leak somewhere. Open your pointfile and check it out.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-04-01 11:08:11 UTC Post #304839
well i have found it but there is no hole in brush
User posted image
Posted 12 years ago2012-04-01 13:18:00 UTC Post #304840
It looks like there might be a 1-unit seam in there. Check it out, it sometimes happens.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-04-01 13:27:11 UTC Post #304841
Less than 1-unit. The building is off-grid. Zoom right in and you'll see.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-01 14:22:51 UTC Post #304842
ok looks like vis is compiling right now.. finally i can upload the map for u guys :P

btw. is it possible to compile in console window just like in HL1??? because i cant see compilation progress after i minimize the editor

EDIT:

map:
http://www7.zippyshare.com/v/14566849/file.html
User posted image
Posted 12 years ago2012-04-01 14:43:32 UTC Post #304844
Remember to compile with the RAD settings I posted on the previous page to get the shadows looking good. You can really see the difference StaticPropPolys makes (it casts model shadows based on their actual model, whereas by default the engine casts shadows based on their collision model) with stuff like the billboard frame on top of Urby's building.

$bsp_exe
-game $gamedir $path$file

$vis_exe
-game $gamedir $path$file

$light_exe
-both -final -TextureShadows -StaticPropPolys -game $gamedir $path$file

Copy File
$path$file.bsp $bspdir$file.bsp
Nice work, though, ninja
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-01 20:55:29 UTC Post #304854
Astonishing work Archie and Ninja both, i LOVE your edits! just when i think the map can't get better it gets better and then some ;)

More pretty screens:
User posted image

Note
I will caution everyone at this point to try and focus on expanding and adding connections in the layout over adding more beautiful detail to the map. Just food for thought, because the last thing i want to do is curtail your creativity! PLUS, we can do a special optimization pass at the end or something if need be :)

Urbanebula: you are next if you haven't started already. The new thing we are doing this pass is allowing each participatnt 24 hours from the time you see/download the map, that's when your 24 hour period begins (honor system of course). This is meant to be more fair for people's different timezones and schedules. Good luck sir! =)

Here is the updated brief and mapping order if anyone needs a refresher.
woah woah woah, 24 hours from teh time we START???? I started fourteen hours late and wanted to wrap up early for the next person! Gip'd!
Yea Blitz i'm sorry, i just feel it's simpler this way, to account for different timezones and schedules. This whole thing is a bit of a WIP ;)
$light_exe
-both -final -TextureShadows -StaticPropPolys -game $gamedir $path$file
Archie this is excellent, and this whole thing is working up to be a great tutorial for all us nubs =) I add the -low paramater to vis and rad so i can still use my computer while compiling, but other than that i will use your rad settings(along with normal vvis of course) in all my future compiles! :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-04-01 21:03:05 UTC Post #304858
For textureshadows to have any effect, you were correct in your previous post when you said you thought it required another file. It's very simple, however, and is just a lights.rad entry. When I'm less busy I'll go into detail about it, because it can be used to unbelievable effect. If you want to see it used incredibly well, check out Rabid's 2nd place compo entry cs_laundry.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-02 06:39:50 UTC Post #304862
It is looking reeeeeal good there. Btw, I'm back from holidays so hit me up when it's my turn again :)
Posted 12 years ago2012-04-02 12:37:36 UTC Post #304865
Don't apologize cap't, that way is how it should be done!
Posted 12 years ago2012-04-02 14:05:49 UTC Post #304866
Will there be a third pass?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-02 15:36:17 UTC Post #304867
sure why not :)
Posted 12 years ago2012-04-02 16:22:33 UTC Post #304869
I'm all for a third pass or as many as we need to finish the map properly:)

If nothing else, i think we should definitely do one for optimization, and maybe we could devote one pass to just the 3dsky perhaps?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-04-02 17:24:26 UTC Post #304872
If nothing else, i think we should definitely do one for optimization
well i have a huge FPS dropdown when i am walking on the middle but this is our first project so... :o

we should start another team mapping next month :o
Posted 12 years ago2012-04-02 17:30:37 UTC Post #304874
nodrawwwwwwww >:3
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-02 18:32:15 UTC Post #304878
i think we should remove some part of the street i would suggest to build something there -> http://i.imgur.com/OYntD.jpg
Posted 12 years ago2012-04-02 23:00:03 UTC Post #304889
Sure but what on earth would you put there? Only thing i can think of is closing the it off for like a street bazzar like for vendors, or maybe a construction site?

In other news Cstriker has re-joined us, and will be squeezing into a slot between Urby and hotdog! :)

Here is the updated Brief & Mapping Order.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-04-03 00:48:19 UTC Post #304891
A parking lot for the brick building? Then the door there would still make sense, and a parked nuke utility truck and a couple of cars parked could add cover.
Posted 12 years ago2012-04-03 02:07:27 UTC Post #304893
Oh ya DERP, i didn't even consider the obvious of eliminating that space as a roadway ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-04-03 17:02:58 UTC Post #304903
I just figure that would mean the garage door is still in a correct place, and the sexy curb could still go to proper use. Throw a fence behind it, retexture the asphalt and voila! Parking. Leave a little space where delivery trucks pull up, great. Maybe 2 'reserved' signs next to eachother for the building owner and his top underling. Yays/nays?

Just trying to be a catalyst for discussion, really. I'd like as many of the contributors to discuss the layout as possible so it's as good as possible.

Also, the lack of fire hydrants must surely be a violation of zoning codes.
Posted 12 years ago2012-04-03 17:24:10 UTC Post #304904
well i dont want the map to become an open battlefield or something like that ^^ we should enclose it a little, more valleys, corridors, passages ^^

plotkai
Posted 12 years ago2012-04-03 17:28:41 UTC Post #304905
Didn't manage to get as much done to the layout as I would have liked. Spent too long tinkering.

I thought it'd be a good idea to have the hostages on an upper floor in the large building the office is connected to via the overpass.
There would need to be three additional entry points to that building. Perhaps a vent next to the trees, a main entrance in the car park at the bottom of the hill and a side entrance somewhere.

Of course all of this is optional - it's just what I would do if I had the time.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-03 18:53:11 UTC Post #304906
Ah poo. Sorry, I've been pretty busy with it being the easter week. Getting plenty of sleep to deal with agitated clients. Could I skip the second pass and pick up on the third? I'm off work for 4 days starting Friday the 6th. :P
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-04-03 19:16:26 UTC Post #304908
That all sounds good to me Archie. That office has more detail than the rest of the map, and so I'd rather place the hosties there than anywhere else. Let the T's have some nice things to look at while they camp it up :P

It's also a good spot for other reasons. The roof-to-windows entrance for CT's is great, if only the height gap were slightly less.

Also, shootouts between that ally across the street with the trees and the office via the windows seem like they'd be really fun, and work really well. I stood there and fired into all my mags into the office windows, then ran inside to check the bullet placement. It was really nice, not too wide, only 1/3 to 1/2 the room could be shot into, and even in that lane, plenty of ducking room. Up against the far wall I'd say you'd be 100% safe, but any absent minded T's who walk too slow through the middle of the room could get awp'd totally by surprise.
Posted 12 years ago2012-04-03 20:16:40 UTC Post #304910
I was meaning the building connected to the office rather than the office itself. Perhaps it could be T spawn? 2 Hossies there and 2 in the office?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-03 21:24:40 UTC Post #304914
The building across the walkway from the office?
Posted 12 years ago2012-04-03 22:05:20 UTC Post #304915
honestly urby? you're waiting 3 days after archie uploaded to tell us this? Seriously....

Cstrkiker if you are still available, you are next, and then you pass off to hotdog. I sincerely apologize for the delay ;(

Ninja's Edit
Updated Brief
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-04-03 22:18:58 UTC Post #304916
Yes, Blitz.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-03 22:37:03 UTC Post #304917
Yeah, I like the idea of 2 and 2. That's not much farther than the distance between sets in cs_office if you were to "unwrap" the walkable space around the computers and junk. It's certainly a good starting point.
Posted 12 years ago2012-04-04 07:31:57 UTC Post #304923
All right, gonna get this job done.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-04-04 09:10:33 UTC Post #304924
honestly urby? you're waiting 3 days after archie uploaded to tell us this? Seriously....
Didn't even realise it was my turn until yesterday. Like I said, I'm totally whacked for time this week and it's best if I get weekends.

Then again, considering how little progress I'm making on my other free time shit it might just be best if I drop this...
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-04-04 12:40:15 UTC Post #304925
12 minutes for vvis? Wtf, this is a small map!
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-04-04 12:50:32 UTC Post #304926
whole compile took less than 10 for me at the end of my second pass, but I had to spend a few hours just nodrawing stuff and func_detailing stuff.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-04 13:11:44 UTC Post #304927
Well as I remember you have a really high-end processor(i7?). Mine is an E6500. I'm going to compile without vis while I work at it.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-04-04 18:14:15 UTC Post #304932
Archie, how exactly does one go about compiling with the custom settings you posted before? Your compiles are gigantic, perfect wedding cakes and my compiles are burned brownies. Pot brownies. Weak ones. You can kinda tell what they're supposed to be but it doesn't change the fact that they're basically inedible little bricks of charcoal.
Posted 12 years ago2012-04-04 18:35:14 UTC Post #304934
Lovely poetic analogies get you an immediate and detailed response!

First, choose expert compile.
User posted image
You'll see this. Click the edit button.
User posted image
Select the HDR -final preset and click the copy button. You will be prompted to put in a new name for your copy. This can be whatever you want.
User posted image
You now have a new compile preset. Go to the lights run command and paste "-both -final -TextureShadows -StaticPropPolys -game $gamedir $path$file" into the parameters box. That should be it.
You can remove the run map command if you don't like it starting the game after it finished compiling (as shown in my screenshot - only 4 compile processes)
User posted image
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-04 20:23:11 UTC Post #304936
Urby: I don't have a problem if you are "whacked for time" and want to reschedule. What i DO have a problem is you trying to tell me you don't have time once a day to read a thread, and let us know? Sorry but i just don't buy that :|

Cstriker: Excellent you have started and i'm glad you can participate =) Pls get your edit in soon as you finish, since hotdog's window of opportunity is closing fast due to recent events ;)

Blitz/tetsu0: You guys may be coming up next if hotdog can't take the next slot, and i'm guessing Tet u aren't free till friday? (if that is the case, i'll give blitz the option to squeeze in before tetsu0.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-04-04 20:53:02 UTC Post #304937
ok. i work every day for the rest of the week, but I can spend my whole afternoon working on it so just let me know.

and awesome archie, i'm gonna do it that way from now on. That should be copied quick and posted in tuts under "how to compile not terrible".
Posted 12 years ago2012-04-04 20:56:12 UTC Post #304938
ok sir soon as i hear back from hotdog i'll let u know and give you the option ;)

Also i Tetsu0 please let me know again what your best day is. (i think i had it wrong saying friday, and you are a monday guy, correct?)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-04-04 20:57:57 UTC Post #304939
Like I told you before CT, I'm back at work now and it involves working from 7am till 3pm and then today I have training at 5pm till late, so I really don't want to try and cram what I can. I'd rather sit down properly and get some done tomorrow after work.
Posted 12 years ago2012-04-04 21:01:18 UTC Post #304940
I thought you didn't go back to work till thrusday(it's 6pm wed at my house) ;) but i'm glad you'll be available. Like i said, Cstriker's slot ends in about 12 hours or so, so if that works for you, great. =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-04-04 21:13:32 UTC Post #304941
I'm able to deliver tomorrow evening. I kind of picked it up at around 6pm, but I don't have a leak free version yet, and tomorrow I'm leaving home and only returning evening.
[EDIT] I hope you're not counting night as those 12 hours CT.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-04-04 21:14:27 UTC Post #304942
I'm in Australia, we are in the future ;)

But no, it's currently 6:13am on Thursday for me right now.

But I'll be free :)
Posted 12 years ago2012-04-04 22:05:24 UTC Post #304943
Striker: You have 24 hours to complete your changes from the time you download the map, i don't know how to make it more fair than that. If you go over that a little bit and hotdog doesn't mind, it's fine with me ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-04-04 22:44:04 UTC Post #304944
You didn't understand man, I was talking about sealing my own modifications :P.

Seems like I got the stupid vrad.exe 0% CPU. AWESOME!

Well, I sent the map to CT. Couldn't add a lot of modifications, I just extended one of the streets. I only now realize how unfair is this 24-hour schedule( I really needed to analyze the map before it was my turn... oh well).

Expecting to do more on the third pass.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-04-04 22:44:23 UTC Post #304945
Striker, it does not concern me what obstacles you have to finish up your edit. What DOES concern me is whatever you manage to complete is ready for hotdog at the exepected time, and that is from your first post confirming you were starting the edit (which leaves you about 10-11 hours if my maths are correct)

I've already offered to compile for you, so finish what you can and i will fix/compile and pack it up for hotdog.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-04-04 22:47:33 UTC Post #304946
So I finished 10 hours early then, but sacrificed mapping quality. Going to bed now, see you again, hopefully better, on the third pass, dear map!
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-04-05 07:53:48 UTC Post #304949
I like your changes Cstriker! =)

Your map compiled fine for me, and i could have just passed along your linke to hotdog, had i not speed-deleted it after downloading. (I as well had a problem localhostr locking up at 100%) :confuzzeld:

Hotdog: You're all set to jet. Just a reminder, your 24-hour slot begins soon as you notice/download the map ;)

Cstriker's edit
Brief and Mapping Order

Good Luck! :P
Captain Terror Captain Terrorwhen a man loves a woman
You must be logged in to post a response.