Rooms (mini co-op project) Created 15 years ago2008-12-29 22:45:57 UTC by Captain Terror Captain Terror

Created 15 years ago2008-12-29 22:45:57 UTC by Captain Terror Captain Terror

Posted 14 years ago2010-01-11 00:20:54 UTC Post #277691
I found some errors were related to a shape that, while not invalid in its original form, rotated (90 degrees) copies of it were actually invalid. Is there a way I can fix that?
Yes, this is actually an old error, caused by using CTRL+M or sometimes also SHIFT-rotating a very complex object.

Fix: If you did in-fact use CTRL-M to rotate those objects, try using SHIFT-rotate (15-degree rotations). If you still get the invalid solid error, try just free rotating.

If none of these work, try simplifying or redesigning the object you're trying to rotate.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-01-11 04:42:09 UTC Post #277697
I have 15-degree rotations set as default, so that's how I rotated the thing. I'll try what CT said.
Posted 14 years ago2010-01-14 17:50:37 UTC Post #277927
Good job, guys. Dropped a ranty sort of nonsensical review on the map's page.
Posted 14 years ago2010-01-14 18:57:02 UTC Post #277929
I like it that my room is seen positively despite being unfinished. Some things will be different once it's finished, but I don't want to spoil surprises.

I'm not sure if I'll keep the mirror ball as it is but I don't have any better ideas on how to improve it so far so I guess that'll do.

I think I'd like to try the bottle models from the bonus map, so I'm formally asking for permission here to whom it concerns (can't remember the author right now) to place them in my room.

Also, bugs:
  • Menu map: I'm still unable to get the HEV. And why is there a table with guns on a side platform? I got there without noclipping.
  • World Crafter's room: I think the doors before the "mirror closet" closed on me (with me outside), and I couldn't open them again. Has that changed since the previous release? I don't remember that happening.
  • After my room: Sometimes, the changelevel/teleport doesn't work and I find myself stuck in my room unable to go back to the menu map.
  • Bonus map: If I try to enter a second time, it's not reset and the train/elevator/whatever is at the end of its path, leaving me stuck in it.
I think that's all.
Posted 14 years ago2010-01-14 19:55:34 UTC Post #277933
World Crafter's room: I think the doors before the "mirror closet" closed on me (with me outside), and I couldn't open them again. Has that changed since the previous release? I don't remember that happening.
Same happened to me when I ran through in the latest version. Probably my fault from the beginning, I don't even remember.
It's probably caused by standing in the trigger (just outside the corridor) for too long. Wait 10ish seconds and you'll be able to open the door again.
Just one of those bugs that you don't really catch until some hapless user runs into it.
Posted 14 years ago2010-01-16 19:33:40 UTC Post #278036
Good job, guys.
On behalf of all the rooms' authors and contributors, i thank you very kindly.

)

I got there without noclipping
ah yes! you can sneak around the edge =) I'll noclip it for next build =)
Sometimes, the changelevel/teleport doesn't work and I find myself stuck in my room unable to go back to the menu map.
Yup. i have no explanation for this. during playtesting, like 1 in 12 times that, or another changelever would bugger. Wish i had a better answer as to why.. =(
Bonus map: If I try to enter a second time, it's not reset and the train/elevator/whatever is at the end of its path, leaving me stuck in it.
It was never intended to be reentered, which is stupid on my part, since it would one would logically assume there might be audio commentary for the bonus map as well... Thank you, this will be addressed in the next build!

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-01-19 11:45:00 UTC Post #278143
Is this shindig still going on?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-01-24 03:01:23 UTC Post #278154
Of course it is. No posts in 3 days doesn't mean it's long forgotten. It's not like nobody posted here in two years.

Edit:
In Jeff's first room, the toilet and sink emit light. Is this an error or just Jeff's idea?

Also, in the hallway between rooms #7 and #8, there is a continuity error: When you come from room #7, there are light bulbs hanging from the ceiling, and after the transition they disappear.
Posted 14 years ago2010-01-24 05:13:28 UTC Post #278351
joe: yup disco is correct: Rooms is an ongoing project, and i will continue to add new rooms to the project for as is feasibly possible.

Disco: yeah, i don't think jeff did that on purpose but i could be wrong. (it was probably by me adding a texlight but i honestly don't know for certain)

I will add the continuity error between rooms 7 and 8 (Spag and Nefarious's map?) to the to-do list for next build, thanky!

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-01-24 05:15:12 UTC Post #278352
I could walk back through the door leading out of JeffMOD's first map.
Jessie JessieTrans Rights <3
Posted 14 years ago2010-01-24 05:32:29 UTC Post #278353
Yeah, a func_wall toggle is used there due to a glitch with the func_door_rotating, which is set to passable. i'll have to adjust the reset time for the the func_wall_toggle, in the multimanager... thanks man!

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-01-24 09:52:56 UTC Post #278354
In Jeff's first room, the toilet and sink emit light. Is this an error or just Jeff's idea?
This is what happens when people use textures as lights that others use as porcelain.
Is there any chance that you could find another plain whitish texture?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-24 11:10:26 UTC Post #278355
sure will be fixed in next build.. <adds to list>
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-01-24 11:13:45 UTC Post #278356
There are two white textures in the Half-Life wad file. Type white in the filter textbox and two textures should appear, one of them being a light emitting texture, the other just a normal texture. The one which texture name starts with +0~ is the light emitting one.
Posted 14 years ago2010-01-24 12:58:29 UTC Post #278359
I don't think I used that one...
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-24 13:55:37 UTC Post #278361
I think you did, you just didn't knew you applied the light emitting version of the white texture at that time.
Posted 14 years ago2010-01-24 16:11:23 UTC Post #278363
@Capt: I think so. It's the little hallway between the small storage room with a catwalk and switchable lights, and the large blue room with the fountains.
Posted 14 years ago2010-07-12 21:49:21 UTC Post #282967
Thanks Muzz! =)

Rooms Update!
I'm going to be editing the mod and fixing some problems, namely lighting. Whilst i was working on Rooms, my gamma/brightness settings were turned all the way up in video options (normally they are both at 50%), so hallways and any map where i was in charge of lighting, turned out WAY darker than intended. =( =( =(

This mistake is 100% on my end, so most connecting hallways are unnaturally dark, plus 3 rooms in particular in which i was in charge of the lighting:
  • Intro map
  • JeffMod's 1st room (the 2nd room in the series)
  • Tetsu0's room (6th room in the series)
That's why i didn't understand it when some people said that areas looked "too dark"! to my eyes, it looked ok cuz of my lightin options!
=(

Some good news at least, is I'm fixing it now, and while doing so, i can also fix some other ghastly glitches i missed last time around, plus possibly open it up again for people to add maps if they want to?

Rooms Authors: if you had any inkling to make changes to your maps or point out bugs, NOW is the time!

I apologize again to everyone, especially the authors whose maps were directly effected by my mistake. =(
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-07-13 00:59:30 UTC Post #282977
Cool! I'll try to get my room finished.

Don't worry - most my maps seem overlit because I made them back when I had the CRT monitor, which was clearly darker than the LCD I have now (but only now I know that). Still, I liked how you darkened my room for the final version, so if you can please do that again if I resubmit, it'd be super.

Edit:
I'm getting a crash with the message ED_Alloc: No free edicts. What is that?

Edit2: I guess I'll have to remove a lot of entities. Damn! I still need so many more! What do I do?
Posted 14 years ago2010-07-13 01:04:58 UTC Post #282981
Sweet.
No need to change anything with my room, though. Not unless you feel like changing the credited name from "World Crafter" to "Soup Miner", anyway.
Posted 14 years ago2010-07-13 01:19:18 UTC Post #282982
Disco: Besides combining multiple brush-based entities into one, or simply making them world brushes, there is nothing else you can do afaik.

Maybe there is a compile-side to increase the amount of entities you can use?

WCD: no prob =)

Edit: I'm compiling a list of changes currently going into effect. The list will be updated upon author's request, and/or someone playtesting who's found a bug. The list so far:

-Increase light Intro map
-Increase light jeffmod's map
-Increase light Tetsuo's map
-Increase light in all hallways
-Fix lighting continuity problem between SpaG and Nefarious's map
-Fix "glowing toilet from Jeffmod's map
-Multiple refits to menu/intro map underway
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-07-13 02:03:36 UTC Post #282985
Aww, already did that. I guess I'll combine even more entities then, but only where it won't be harmful. Still, I don't know what else to combine. And I still need a few more entities :(

Compiling once again...

Update.
Got it to load the map, but it still crashes with that message after a few minutes of testing. Blind guess, but I'd venture it's caused by self-recursive multimanagers. I'd assume they create a copy of themselves to (re-)call, eventually filling up and overflowing the call/entity stack. So I'd suppose that any map with a self-recursive multimanager will crash with this error given enough time, therefore Valve's original implementation of multimanagers is faulty. That means I have found a bug in the game engine! :o :)

Wait, that's not good. :\
Posted 14 years ago2010-07-13 08:08:51 UTC Post #282993
Just have the multimanager trigger itself after it's done, no need to have it make another one.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-07-13 16:07:46 UTC Post #283011
That's what I did, hence the observation that for a multimanager to call itself, a new copy of it has to be spawned behind the scenes. There is no other explanation for this.

I don't know how to fix this other than replacing all instances of can.mdl with something better. And that'd be only buying some time, hoping players get to the next map before the game crashes.
Posted 14 years ago2010-07-13 17:32:59 UTC Post #283022
Have you checked the flag on the multimanager's flags tab (forgot what it's called)? Im pretty sure you did though.
Posted 14 years ago2010-07-13 17:37:01 UTC Post #283023
I did - that's what allows the multimanagers to be self-recursive/loopable, otherwise they'd reject further calls until they're done with their processing.
Posted 14 years ago2010-07-13 17:43:40 UTC Post #283025
a new copy of it has to be spawned behind the scenes.
Wait. So how did you managed that? As far as i know, you can probably only do this with Spirit.
Posted 14 years ago2010-07-13 18:16:38 UTC Post #283026
Oh btw, can still make a commentary on my map? I know it's late and such but.. I'm just asking :).
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-07-13 18:49:23 UTC Post #283028
@Atom: That's what I guess is the way multimanagers work internally, based on my latest experience with self-recursive multimanagers (multithreaded flag) and the max. entities error when the game crashes.

Basically, I came to that conclusion seeing that I had trimmed down the amount of entities in the map, but still getting the error and crash after a minute or two of roaming around the map. So the number of entities gets maxed out somehow. And this is the only reason I could come up with. What else could cause the number of entities to increase?

But it's essentially just a guess, as I've never actually read the HL source code.
Posted 14 years ago2010-07-15 18:35:39 UTC Post #283078
Cstrker: sure go ahead! =)

D_STU: i would be happy to make you some world-brush cans/bottles/etc for your map. This way, you can make every can/bottle/whatev a single func_illusionary rather than 50 cyclers or whatever. Take a look at my casino royale map and look at the little shot glasses and stuff... they are all world brushes :badass:

The alternative obviously is model it it milkshape. Milkshape really isn't that hard and there are a million tutorials for HL1 ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-07-16 15:28:29 UTC Post #283107
Ohh great idea! Yes I did notice they were brush bottles but I thought they'd be nearly impossible to make (at least for me). It would be awesome if you could make me a few bottles and glasses. That would sure help, thanks for the offer :)
Posted 14 years ago2010-07-16 15:38:29 UTC Post #283110
While you're at it, apply phlt_copy_brush on those cans/bottles.
Posted 14 years ago2010-07-16 16:00:47 UTC Post #283111
What's that?
Posted 14 years ago2010-07-16 16:28:22 UTC Post #283115
http://twhl.co.za/vault.php?map=5307

It takes one entity object, a brushmodel of a wineglass like the one's in Captain Terror's cubicle, makes copies of it and places it where you placed the phlt_copy_brush entities. You can even change the angle (rotatation) of a copy (as seen in my example map).

So you can have a whole bunch of wineglasses without your wpolies skyrocketing.

But there are some things you should know of:

1. Brush entities you want to copy need an ORIGIN brush attached.
2. Your epolies go up. A lot. But that's acceptable.
3. Copies will look exactly as the original, including lighting and decals applied to it, no matter whether from map start or while the map is running (bullet holes, sprays, blood, etc.), and that the copies cannot emit light.
Posted 14 years ago2010-07-16 16:43:32 UTC Post #283117
So if I shoot one bottle, all other bottles will have a hole too?

Maybe I'll do it for not-so-visible ones.
Posted 14 years ago2010-07-16 17:23:58 UTC Post #283121
Yes, if you shoot, the bullet decals appear on all copies.
Posted 14 years ago2010-07-17 02:42:57 UTC Post #283125
Disco: well, feel free to copy any props you want from my cubicles entry (the .rmf is in there). If you require any additional, just pm me what you want and i'll build it for you; I so enjoy building little props in goldsource..

)

Muzz: that phlt thing is really cool i totally forgot about it! I downloaded your example map, and i'm gonna try implementing it on my cubicles entry, since some of my wine bottles disappear at certain angles. since epolies are going up, i'm assuming that the world prop using phlt copy will is treated as a model somewhat?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-07-17 05:34:42 UTC Post #283128
Isn't it easier to just tie the brushes to func_wall?
Skals SkalsLevel Designer
Posted 14 years ago2010-07-17 06:42:19 UTC Post #283129
i'm assuming that the world prop using phlt copy will is treated as a model somewhat?
Somewhat, their still brushes, but brush entitites receive a *model keyvalue, so that the engine can identify them. Or something.

Im not really sure what it does, but ingame, their still brushes.
Isn't it easier to just tie the brushes to func_wall?
You did'nt get the point.
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