Hi all. I'm about to finally release my map, and would just like to know what websites I should submit it to.
So far I'm planning on releasing it to Fileplanet, FileFront, and one or two others, but I really have no idea what other important sources are out there. I'm not big on downloading...
I did a search on Valve's developer site, but I couldn't find anything explaining what fast compiling is and does (besides go faster).
I'm trying to optimize my map, and need to know what the exact differences are between fast compile and full compile, especially in VVIS.
Does anyone know?
I...
Ever since the last update, every time I load my map, the 3d viewport is black, and I have to click on an object in the 2d view, then go to "View>Center 3d Views on Selection" to move the camera to where I can see the map.
Does anyone else get this?
The map is optimized nearly to death, but the layout is hopelessly open and exposed.
You can see it here: http://www.deefrag.com/hl2/p17_shots.htm
The map itself runs at an average of 50 fps for me (better than Underpass). I think the only solution to compile time is to take the deco outside...
Yay! It finally finished.
Okay, this is what Portal Flow said when it was done:
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (385813)
What number do you guys get at the end there? 385813 seems pretty huge compared to Portal Vis, which is 33.
-- Incase it contains valuable...
Hmm, thanks for suggestions and the link. That tutorial has some interesting optimiztion methods that I never thought about (like rotating hint brushes 45 degrees at corners). I guess I can try some of them, though most of them are already in use. It might just be that my map is very open, and...
Hmm, that's a good idea. Never thought of that.
-- To answer the original post, I recommend creating curvy shapes to begin with. Instead of creating each brush as a block, you can also try creating arcs and rings, and just slicing off the ends that you don't need. Remember to be careful, and...
My map has had this problem of long compile times for a long time now, but I'm wondering if something is wrong. I just downloaded the single-player campaigns "Penetration" and "Coastline to Atmosphere", and one of them (I don't remember which) said something like "compile time: 18 hours for all...
I hope you're behind a Linksys Router, because that's the only router that I know how to forward ports on. If not, you'll have to look up "port forwarding" for your type of router, if you have one.
Just open Internet Explorer and type in the address bar:
http://192.168.1.1/
It might ask for a...
Yeah. It was running nicely for 2 weeks, with good ping, and there were some good battles... I just took it down the other day. Right now, the final compile of the map is under way (it'll take another two days), unless someone points out something that needs to be fixed before it's released.
Before release (after trying 3 failed online tests, due to lack of people), I need to figure out if there's anything still wrong with my map, DM_Plaza17, so that I can fix it while I it's still unreleased. Once it's uploaded to all the gaming sites, that's it; no more changes.
If you'd like to...
I agree (content all the way). Gimme' a game with 30 new weapons, tons of items/gear, a Deus Ex-style inventory, and a highly dynamic world (with a great story), and you're all set. :thumbs:
Who needs graphics? I'm too busy sticking remote mines to zombies, hacking computers to reprogram...
They do look strikingly similar, and some of the building geometry is identical. A mapper could have easily taken those level chunks and used them to "block-out" an area, just to have something to start with, then gone over them to scramble them up a bit.
That can save a lot of time, if done...