Seven_dc's Forum Damage 1024^3 mapping competition 2004


(joop sloop) #361

Thnx for helping me out people :slight_smile:

http://et.everyonelookbusy.net/kadesh/kadesh_source.zip <-- that zipfile has the .map file. Feel free to take a look and tell me what I did wrong…

Sorry for being so slow btw…


(Detoeni) #362

Had a look at the map and I cant see anything amiss with the spawns, I also decompiled the original and went through the map file, all looks as it should. I think the only way that you are going to be able to test this to see if its fixed, is on a server with a few other players.


(G0-Gerbil) #363

Bugger I hate problems like that…
If anyone fancies doing a recompile and hosting the map (only needs to be on a small local server, any broadband will handle 4 people easily), then if they name a time I’ll try to make myself available to help sort this one out.


(G0-Gerbil) #364

Just had a quick look - none of the spawns have ‘startactive’ flag set - could that have something to do with it?


(Detoeni) #365

Oops, missed that looking at the raw map. That should fix it.


(G0-Gerbil) #366

OK well, who’s going to do the tweak and submit the new map, or better yet test it before submitting? :wink:
Basically everyone do it and see who gets it in first!


(G0-Gerbil) #367

I was going to do a test build into a pk3 to see if this fixed it, but the source joop sloop posted contains only the .map.
After unzipping the previous competition PK3, it seems kadesh is missing several files, LMS support for 1.
Did any of this other stuff get fixed?
Otherwise I can test the map itself, but can’t do a ‘final’ compile for seven_dc (or rather I can, but it’ll still be missing this stuff).


(G0-Gerbil) #368

OK I did a test build and it seems to have fixed the problem.
I can’t supply a final build (even missing the other files) simply because my compile options are so vastly different that the lighting’s actually quite crap in my version.
BUT - if JS does indeed set the spawn flags on all the spawns and do a simple rebuild then the problem should be fixed.

But! Remember to rename the bits that need it since the map name must be unique.
Also, there’s there still the other missing stuff, but I think between it all JS has what he needs to get it all finished.


(joop sloop) #369

thanks for the sollution, I just added those spawnflags and am right now writing the .objdata and lsm script. after that I’ll cmpile it and everything should work (I hope =))


(seven_dc) #370

Oh joop sloop you are aliwe!!
We are this close to the final pack and releasing the sourcecode of our masterpieces. May the clipper be with you!
enjoy the banana! :banana:


Kitchen Measures


(G0-Gerbil) #371

Bear in mind I said above ‘I think it’s fixed it’.
I was unable to test it with multiple people, but my reasoning was as follows:
In the original build with the problem you spawn at the back of the room.
In my test build you spawn nearer the middle.
Therefore I deduced that in the original build, with no active spawns, it simply picks one (most likely first in entity list) and everyone uses that.
In my build with only one player, I was always able to use the spawn closest to the flag on the command map, hence I spawned elsewhere.
Besides that, you do need the spawn flag startactive so hopefully we are a go!

Oh bugger, I haven’t done the reviews… why am I so forgetful and a slacker to boot??? Urk must… rate… maps!


(seven_dc) #372

lol. Gerbil. How the map rating come your mind?

Ok The spawning can be testing with the bobot mod by addidng bots they will spawn and just sit there if there is no waypoints. but you can see where do they spawn.


WENDIE 99


(joop sloop) #373

I’ve finished the changes I wanted to make for kadesh, and am doing the final compile right now (well I hope it will be the final compile, I’ve been doing final compiles the last 3 days aleady, trying to get the lighting just how I want it. and since a compile takes about 6 hours you can imagine this is a rather slow proces :))


(G0-Gerbil) #374

It does? What CPU / RAM you got? I did a bit of structural / caulk changes up top but I think the whole thing was only taking me about 15 minutes.
That’s not using -bounce of course.
I’d offer to compile it for you, but my own tests showed my compile options appear to be vastly different from yours so the end result was… interesting…


(joop sloop) #375

Heh, I’m compiling it on my server, an P3 450 with 512MB of ram, that way I can still use my pc for gaming & work stuff :wink:

oh and I’m using the following light compile settings with an global lightmapscale of 0.2:

-light -fast -samples 3 -gamma 0.9 -compensate 1.6 -dirty -patchshadows -lightmapsize 512 -external -bounce 8

I’m currently fiddling with the gamma and compensate switches trying to get a result I can live with :slight_smile:


(G0-Gerbil) #376

OK well that’s kinda cool then :wink:
What I’ll try doing once you’ve got your final version out is to compile the version you posted up with your compile line and compare.
To be honest, I’ve never used anything but the standard compiles that ship with radiant, so it’ll be interesting to see what I’m missing (which I figure is quite a lot actually!).


(joop sloop) #377

Don’t forget to download the latest development build of q3map2 then :wink:


(seven_dc) #378

I haven’t received your map joops sloop.

I am thinking of setting deadline of this so we can publish the final pack and the sources
If we do not get Joops Sloops map. Then it wouldn’t be in final pack. Because there is no need to publish two
same version of the map. Also there is low activity with the private voting…
How about setting the deadline for 18.6.2004 ? After that the pack is relased with or whitout the joop sloop
map and with the current voting information.


Lovely Wendie99


(G0-Gerbil) #379

OK seems fine, even if deadlines are broken they help move things forward looks around innocently
Who (apart from me - urk) are you waiting on for private?


(Red*Uk) #380

I aint done the private votes due to lake of playing on the levels :confused:
Think due to work etc i managed to get maybe 2-3 games in :frowning: