Ns_vargus

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Comments

  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    The only "decent" compile I got today was the one with the four or 5 leaf saw into leaf errors. Now I either get MAX_MAP_FACES or hlbsp crashes.

    When hlbsp crashes though, the compile process continues, so I'm letting that run this time, just to see what it does...

    Cheers,
    ~ DarkATi
  • Ron2KRon2K Join Date: 2004-05-25 Member: 28904Members, Constellation
    Crazy suggestion: why don't you go back to p15 (I still use it) and see if that works?
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--quoteo(post=1600077:date=Jan 19 2007, 06:42 AM:name=Ron2K)--><div class='quotetop'>QUOTE(Ron2K @ Jan 19 2007, 06:42 AM) [snapback]1600077[/snapback]</div><div class='quotemain'><!--quotec-->
    Crazy suggestion: why don't you go back to p15 (I still use it) and see if that works?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I already tried that actually. Same thing. :\

    Bah.

    Cheers,
    ~ DarkATi
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    HELP!

    hlbsp crashes and RAD doesn't run.

    Log. No errors.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->hlcsg v3.4 Final (Feb 25 2006)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (amckern@yahoo.com)
    ----- BEGIN hlcsg -----
    Command line: F:\zhlt34x86final\hlcsg.exe -wadautodetect -hullfile "E:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns\nshulls.txt"-wadinclude "E:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns"-wadinclude "G:\Program Files\XP-Cagey's Compile Tools""E:\Program Files\SteamApps\ns_vargus_debug.map"
    Loading hull definitions from 'E:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns\nshulls.txt'
    Entering E:\Program Files\SteamApps\ns_vargus_debug.map

    Current hlcsg Settings
    Name | Setting | Default
    ---------------------|-----------|-------------------------
    threads [ 1 ] [ Varies ]
    verbose [ off ] [ off ]
    log [ on ] [ on ]
    developer [ 0 ] [ 0 ]
    chart [ off ] [ off ]
    estimate [ off ] [ off ]
    max texture memory [ 4194304 ] [ 4194304 ]
    max lighting memory [ 6291456 ] [ 6291456 ]
    priority [ Normal ] [ Normal ]

    noclip [ off ] [ off ]
    null texture stripping[ on ] [ on ]
    clipnode economy mode [ on ] [ on ]
    clip hull type [ legacy ] [ legacy ]
    onlyents [ off ] [ off ]
    wadtextures [ on ] [ on ]
    skyclip [ on ] [ on ]
    hullfile [ E:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns\nshulls.txt ] [ None ]
    nullfile [ None ] [ None ]
    min surface area [ 0.500 ] [ 0.500 ]
    brush union threshold [ 0.000 ] [ 0.000 ]

    Using mapfile wad configuration
    Wadfiles not in use by the map will be excluded
    Wadinclude list :
    [zhlt.wad]
    [E:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns]
    [G:\Program Files\XP-Cagey's Compile Tools]

    94 brushes (totalling 589 sides) discarded from clipping hulls
    CreateBrush:
    (167.63 seconds)
    SetModelCenters:
    (0.00 seconds)
    CSGBrush:
    (44.55 seconds)

    Using Wadfile: \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\ns\ns_ayumi.wad
    - Contains 1 used texture, 0.93 percent of map (38 textures in wad)
    Using Wadfile: \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\ns\ns_ca_infested.wad
    - Contains 10 used textures, 9.26 percent of map (42 textures in wad)
    Using Wadfile: \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\ns\halflife.wad
    - Contains 13 used textures, 12.04 percent of map (3116 textures in wad)
    Using Wadfile: \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\ns\ns2.wad
    - Contains 20 used textures, 18.52 percent of map (296 textures in wad)
    Using Wadfile: \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\ns\ns.wad
    - Contains 61 used textures, 56.48 percent of map (578 textures in wad)
    Using Wadfile: \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\ns\ns_vargus.wad
    - Contains 3 used textures, 2.78 percent of map (4 textures in wad)

    added 6 additional animating textures.
    Texture usage is at 3.91 mb (of 4.00 mb MAX)
    217.73 seconds elapsed [3m 37s]

    ----- END hlcsg -----



    hlvis v3.4 Final (Feb 25 2006)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (amckern@yahoo.com)
    ----- BEGIN hlvis -----
    Command line: F:\zhlt34x86final\hlvis.exe -full "E:\Program Files\SteamApps\ns_vargus_debug.map"
    5682 portalleafs
    20292 numportals

    -= Current hlvis Settings =-
    Name | Setting | Default
    -------------------|-----------|-------------------------
    threads [ 1 ] [ Varies ]
    verbose [ off ] [ off ]
    log [ on ] [ on ]
    developer [ 0 ] [ 0 ]
    chart [ off ] [ off ]
    estimate [ off ] [ off ]
    max texture memory [ 4194304 ] [ 4194304 ]
    max vis distance [ 0 ] [ 0 ]
    priority [ Normal ] [ Normal ]

    fast vis [ off ] [ off ]
    full vis [ on ] [ off ]


    BasePortalVis:
    (395.69 seconds)
    LeafThread:
    (8971.30 seconds)
    average leafs visible: 207
    g_visdatasize:318445 compressed from 4039902
    9368.61 seconds elapsed [2h 36m 8s]

    ----- END hlvis -----



    hlrad v3.4 Final (Feb 25 2006)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (amckern@yahoo.com)
    ----- BEGIN hlrad -----
    Command line: F:\zhlt34x86final\hlrad.exe -extra -sparse -smooth 80 -lights "E:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns\maps\ns_vargusamped.rad""E:\Program Files\SteamApps\ns_vargus_debug.map"

    -= Current hlrad Settings =-
    Name | Setting | Default
    --------------------|---------------------|-------------------------
    threads [ 1 ] [ Varies ]
    verbose [ off ] [ off ]
    log [ on ] [ on ]
    developer [ 0 ] [ 0 ]
    chart [ off ] [ off ]
    estimate [ off ] [ off ]
    max texture memory [ 4194304 ] [ 4194304 ]
    max lighting memory [ 6291456 ] [ 6291456 ]
    priority [ Normal ] [ Normal ]

    vismatrix algorithm [ Sparse ] [ Original ]
    oversampling (-extra)[ on ] [ off ]
    bounces [ 1 ] [ 1 ]
    bounce dynamic light [ on ] [ on ]
    ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
    maximum light [ 255.000 ] [ 256.000 ]
    circus mode [ off ] [ off ]

    smoothing threshold [ 80.000 ] [ 50.000 ]
    direct threshold [ 25.000 ] [ 25.000 ]
    direct light scale [ 2.000 ] [ 2.000 ]
    coring threshold [ 1.000 ] [ 1.000 ]
    patch interpolation [ on ] [ on ]

    texscale [ on ] [ on ]
    patch subdividing [ on ] [ on ]
    chop value [ 64.000 ] [ 64.000 ]
    texchop value [ 32.000 ] [ 32.000 ]

    global fade [ 1.000 ] [ 1.000 ]
    global falloff [ 2 ] [ 2 ]
    global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
    global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
    global light scale [ 1.000 ] [ 1.000 ]
    global sky diffusion [ 1.000 ] [ 1.000 ]

    opaque entities [ on ] [ on ]
    sky lighting fix [ on ] [ on ]
    incremental [ off ] [ off ]
    dump [ off ] [ off ]

    colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
    monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
    softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
    diffuse hack [ on ] [ on ]
    spotlight points [ on ] [ on ]

    custom shadows with bounce light
    [ off ] [ off ]
    rgb transfers [ off ] [ off ]


    [Reading texlights from 'F:\zhlt34x86final\lights.rad']
    [59 texlights parsed from 'F:\zhlt34x86final\lights.rad']

    [Reading texlights from 'E:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns\maps\ns_vargusamped.rad']
    Warning: ignoring bad texlight '[Open Source. Open Mind. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />]

    ' in E:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns\maps\ns_vargusamped.rad
    Warning: Overriding 'light_newblue' from 'F:\zhlt34x86final\lights.rad' with 'E:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns\maps\ns_vargusamped.rad'!
    [9 texlights parsed from 'E:\Program Files<!--QuoteEnd--></div><!--QuoteEEnd-->

    Please note that HLBSP doesn't even post in the log. But it IS running. No errors, just the crash with the error report box.

    PLEASE HELP!!

    Cheers,
    ~ DarkATi

    HLBSP screenshot. To prove, no errors and it IS running.

    I am running zhlt v3.4 Final, I have tried Cagey's p15 build without success. Same problem.

    <img src="http://img.photobucket.com/albums/v650/DarkATi/bsp.jpg" border="0" alt="IPB Image" />

    Cheers,
    ~ DarkATi
  • Spawn_of_Chaos97Spawn_of_Chaos97 Join Date: 2006-11-21 Member: 58694Members
    That's all ASCII to me.

    I do understand, though, that this is a SERIOUSLY HUGE problem.

    SOMEONE PLEASE HELP THE MAN BEFORE WE ALL GO NUTS WAITING FOR THE MAP!
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--quoteo(post=1601026:date=Jan 22 2007, 09:27 PM:name=Spawn_of_Chaos97)--><div class='quotetop'>QUOTE(Spawn_of_Chaos97 @ Jan 22 2007, 09:27 PM) [snapback]1601026[/snapback]</div><div class='quotemain'><!--quotec-->
    That's all ASCII to me.

    I do understand, though, that this is a SERIOUSLY HUGE problem.

    SOMEONE PLEASE HELP THE MAN BEFORE WE ALL GO NUTS WAITING FOR THE MAP!
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Basically it says, "Everything's OK" then hlbsp crashes and rad refuses to run. So something clearly is NOT OK but it won't give me any clues as to what the problem is.

    Anyone?

    Cheers,
    ~ DarkATi
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    Beat me. Maybe somethings just broken with your compiler? or maybe you should try fiddling with your settings in the compiler.

    Maybe even try handing it over to someone and having someone else try compiling it.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    edited January 2007
    <!--quoteo(post=1601067:date=Jan 22 2007, 11:31 PM:name=Mentar)--><div class='quotetop'>QUOTE(Mentar @ Jan 22 2007, 11:31 PM) [snapback]1601067[/snapback]</div><div class='quotemain'><!--quotec-->
    Beat me. Maybe somethings just broken with your compiler? or maybe you should try fiddling with your settings in the compiler.

    Maybe even try handing it over to someone and having someone else try compiling it.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Call me paranoid but I wouldn't be OK handing this project, that I've worked nearly two years on, over to someone else.

    Also, I have tried messing around with the compiler settings. I haven't been able to fix it yet. I appreciate the advice anyway, though. Hope I didn't come off rude there. I mean no offense. Thanks for the ideas!

    EDIT: I backed up to Merl's Custom Build (zhlt253-17) and now I get: the readsurfs / g_numplanes error. Which Tommy explains in his lovely error index:

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->ReadSurfs (line 99416): 32189 > g_numplanes or max_map_planes
    Before you go wild, try a recompile or 2 - sometimes it is just a random thing. Also search for a brush with more than 32 faces, such as a cylinder in the Maxpoints error.
    Otherwise this error means you went over the limit of the number of planes allowed. This means too many faces in the map = too many brushes, or too complex ones. Time to trim back the level map! Some solutions:

    * Do not put a box around your map to fight leaks. Seal each section seperately and fight the leak war.
    * Try to line up the faces of brushes with the same texture at the same scale. Then the engine may make them into one face plane.
    * Avoid detail brushes, use texture to "fake it" instead.
    * Plain make fewer brushes. Keep construction simple. HL and complexity mix poorly.
    * There are some newer compiler programs being tested that remove unused and unneeded planes from the outside of a level. You could try to get and use one of them.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Working on reducing complexity.

    Cheers,
    ~ DarkATi
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    I was getting hit with this s*** left right and center about 3 months before i found the end problem. If its the same problem as mine, its bad architecture. Its not that you're a bad mapper, its that you might have used Clip once too many times on the same brush, which after about 3 intersections on the same edge, seems to start going haywire. I'd done this about 100+ times once my map was complete (100 brushes out of 8000 or so).

    My best suggestion would be to only run HLfix. Assuming you havn't used it: when you run it, it shows you brushes with problems, and fixes them. But it only sorta fixes them. You should always go in to the original .rmf (the file you use in Hammer), use the Search for Brush to find the brush (HLFix gives you the number), and then fix it till it doesnt show up in HLFix no more.

    But that is not all.

    The 'epsilon' number is a default of 1 i think; thats its error-checking level. Bump it down to .1, and you'll likely see way more errors. At default, HLFix found a few errors for me, in Nexus. But then i spent 3 months trying to get over a string of ridiculous errors. Finally i found this epsilon value, and i kept lowering, checking and fixing, all the way down to .000001, until i got all the errors.

    So try that. It might work, or it might not.
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    You'll have to show me how to use this thingy... I never did adv. error fixing <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Well, you need HLFix. It comes with the batch compiler download i believe. But you should still be able to use with without the batch compiler.

    Make sure that your file being saved from Hammer is a .rmf (there is the option to save directly to .map but dont). Run that .rmf through HLFix, and HLFix will generate a window showing all the things it did, i.e. 'Tesellated Entity 0, Brush #3422'.

    Then go into Hammer, hit Ctrl-Shift-G (or Go To Brush Number in the menu, i think under Tools), and put in 0 beside Entity, then 3422 beside Brush Number.

    Ta Da, you found a brush with a problem. Look at it real closely, try to fix it, and run HLfix again. If its still a problem, try putting every Vertex point back on the grid (click each point individually and move it out of place and then back into place, in two different views, say Top and Side). That will almost always fix the problem with the brush.

    Once you're out of errors, try putting the epsilon down. You can jump right ahead to using 0.000000001 if you want, but theres a good chance you'll see like a hundred errors. You can just start working through them like that if you want.

    Also remember to always use alt-P for Check For Problems.

    If things really arent working out with problematic brushes, delete them and redo the architecture.

    If you need any more explanation, just ask. And do tell if it works out! Lets get these maps playable! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • Ron2KRon2K Join Date: 2004-05-25 Member: 28904Members, Constellation
    This of course does give me a chance to get my ADSL in time for the playtesting... <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    edited January 2007
    StixNStonez I <3 You Man!!!

    This has fixed the hlbsp crash and now RAD runs and now my level is compiled!

    Don't get too excited. I still have some problems.

    I have dark spots in my map. (Screenshot attached) and these dark spots are always accompanied by invisible walls. I am running Clip type: Precise - should I try Legacy? Simple? Other? Could -sparse be causing this? (I have to use sparse by the way because I am over the limit on patches.

    EDIT: I should actually attach those screenshots, eh?

    <img src="http://img.photobucket.com/albums/v650/DarkATi/darkspot2.png" border="0" alt="IPB Image" />

    <img src="http://img.photobucket.com/albums/v650/DarkATi/darkspot1.png" border="0" alt="IPB Image" />

    Also, I am compiling using nshulls.txt but in certain areas I fall through the floor into the void. Or one wall I can walk "into" quite a ways, generating the "Hall of Mirrors" effect.

    The first error is puzzling, the second one I can just clipbrush the area off if need be.

    Hook me up and you might just get a beta this year. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    Thanks again, StixNStonez you saved my map.

    Cheers,
    ~ DarkATi

    EDIT: Also, for your enjoyment, the minimap:

    <img src="http://img.photobucket.com/albums/v650/DarkATi/minimap.png" border="0" alt="IPB Image" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2007
    comming along nicely... About them darkspots, I also had them in my map and they were caused by the invisible walls. First thing I would try is compile setting -cliptype simple. This is almost as good as precise and in some areas it is actually better (plus the fact that it saves even more clipnodes)

    The second thing you could do is lower/raise the floor a few grid units. It might even solve the invisible wall bug.

    There is a possible way of seeing the problem areas on the minimap. Do a buildminimap in the console and see where there area rectangles drawn in areas where nothing should've been drawn. Normally if you have these invisible walls it will also draw over the normal areas which should've been drawn...

    These things worked for me, I hope they do the same for you
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    edited January 2007
    I will try everything you said, Kouji.

    Also, I just noticed this giant shadow being cast over my entire map. Compare this minimap with the original. I outlined the shadow.

    <img src="http://img.photobucket.com/albums/v650/DarkATi/minimapshadow.png" border="0" alt="IPB Image" />

    <img src="http://img.photobucket.com/albums/v650/DarkATi/minimap.png" border="0" alt="IPB Image" />

    Cheers,
    ~ DarkATi

    EDIT: I *think* I found the problem. I had an entity set to "Opaque + Embedded Fix" in ZHLT Light Flags or whatever. We'll see what eliminating that and Clip type: Simple does for me.

    Compiling overnight. Seeya later.
  • Ron2KRon2K Join Date: 2004-05-25 Member: 28904Members, Constellation
    <!--quoteo(post=1601577:date=Jan 25 2007, 08:39 AM:name=DarkATi)--><div class='quotetop'>QUOTE(DarkATi @ Jan 25 2007, 08:39 AM) [snapback]1601577[/snapback]</div><div class='quotemain'><!--quotec-->
    EDIT: I *think* I found the problem. I had an entity set to "Opaque + Embedded Fix" in ZHLT Light Flags or whatever. We'll see what eliminating that and Clip type: Simple does for me.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'll be very surprised if this isn't the problem.

    OK, now wake up and tell us how it went! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Clip type: Simple didn't fix the invisible walls. But that weird shadow is gone now. (I guess Opaque + Embedded Fix is not a real good choice.)

    Also, I just went in to try the "BEVEL" texture on these invisible wall spots and found out, I don't have the BEVEL texture! (FYI: BEVEL forces CSG not to expand it's clipping hulls.) Where can I get this texture?

    Cheers,
    ~ DarkATi
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2007
    If you're going to use Bevel, you also have to use -cliptype precise and P14 I think it was or above. Bevel is located in the zhlt3.4 download, it contains a zhtl.wad file. The zhtl compile tools import it on to the bsp file, I think Cageys tools need a manual setting for this. Just make sure you do use this import function, otherwise once you release people start crying about the zhtl.wad <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Glad to hear it worked <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    I'd suggest always using -precise though. NS needs it. Even with precise, i still get weird clip issues, but they're always my own fault. It is an idea to use -simple or whatever if you want to find areas of concern (possible stuck points etc).

    If the invisible walls are really being a pain, perhaps the best bet is to redo them. I had one of two doors do the same thing (random invis wall), so i deleted one and copied the other over. It seems as though Hammer sometimes generates tiny errors somehow (my guess is from zipping the .rmf and sending it to a friend to look at, then him sending it back), where i noticed certain random points were off the grid by an amount only noticeable when absolutely zoomed in. Weird.


    So when are we seeing a playable version? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    Oh and from my experience, you might want to release a 'test' before the beta1. Its surprising how many problems people can find in the first 5 mins of trying a map, and releasing an entirely new beta should only be done when you've made ALL the bugfixes you know of. Heck, Nexus has been in beta 2 for about 2 months now, with b3 coming in another 2 days or so.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2007
    Well Achio is kind of proof that simple works just as well as precise Stix. I can't even compile with precise now because the map is to big and caused invisible/nonsolid walls... Also Achio only got the clipping hull correct at beta3. The damn Onos and other lifeforms are an annoying seperate clipping problem. you might fix it for the onos but then you also might end up with problems for the other classes... It like balancing a coin on a sword...


    Btw StixNStonz is pretty good at reviews *hint hint* but don't tell em I send ya <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Any other suggestions? I can't seem to fix these invisible walls... what could be causing them?

    Cheers,
    ~ DarkATi
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Check for any odd shaped brushes nearby. Brushes that have the same side clipped more than twice seem to start going apes***. Worst case, delete out the section and redo it.
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    remake walls one at a time. I had a problem on incubus where a flat, 6 sided CUBE wall was going apebattshat on me. =3 no idea why
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    It looks like the shadow thats being cast across the map seems to start near the central point in the overview. I'd look around there for any oddities. Not sure about remaking all walls one at a time. But perhaps around that area where the shadow appears to start.

    I remember I was having weird shadows appearing from nowhere in one of my maps before. Its that long ago I cannot really remember. If it comes back to me I'll be sure to post it here.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--quoteo(post=1602640:date=Jan 29 2007, 01:53 PM:name=Moconnor)--><div class='quotetop'>QUOTE(Moconnor @ Jan 29 2007, 01:53 PM) [snapback]1602640[/snapback]</div><div class='quotemain'><!--quotec-->
    It looks like the shadow thats being cast across the map seems to start near the central point in the overview. I'd look around there for any oddities. Not sure about remaking all walls one at a time. But perhaps around that area where the shadow appears to start.

    I remember I was having weird shadows appearing from nowhere in one of my maps before. Its that long ago I cannot really remember. If it comes back to me I'll be sure to post it here.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, I fixed the shadow. I had a door set to (ZHLT Lightflags) "Opaque + Embedded Fix". The door was casting the shadow over my entire map.

    Now I'm recompiling after rebuilding the brushes around one of my invisible wall spots. We'll see what happens.

    Cheers,
    ~ DarkATi
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    I think i had the same error like you in disonberg. My fault was having a tiny intersection (one spike of a triangle in another) almost not noticable. I had the same funny minimap like you, and the error was where that strange spike started. If you use precise, you must map very very very clean in complex areas...
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    *Meh* Stupid invisible walls. I rebuilt the brushes surrounding the problem area, checked brushes for vertex errors, and cleaned up the problem site but alas, I still have them exactly as before.

    Bah.

    Cheers,
    ~ DarkATi
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Something you can also do is load it up in a bsp viewer and set its rending to flatshaded (or something) This way you can see how the floors are broken up when compiled. Give you a better view of this then using gl_wireframe 1/2

    It might show you something weird going on with the brushes, resulting in the invisible walls. there just might be something weird...

    Otherwise I dunno anything else you can try <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Ive heard that you can load the .map into Hammer, that this can potentially show screwy architecture by multiplying it or something.

    Maybe it'll even show you a wall right where you found it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--quoteo(post=1603393:date=Feb 1 2007, 04:46 PM:name=StixNStonz)--><div class='quotetop'>QUOTE(StixNStonz @ Feb 1 2007, 04:46 PM) [snapback]1603393[/snapback]</div><div class='quotemain'><!--quotec-->
    Ive heard that you can load the .map into Hammer, that this can potentially show screwy architecture by multiplying it or something.

    Maybe it'll even show you a wall right where you found it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Hmmm... that's weird. When I open my .map up in Hammer it doesn't show anything. Just an empty grid. :\ This must be a problem with hammer since I've successfully compiled using this .map file. Suggestions?

    Cheers,
    ~ DarkATi
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