Updating The Map
#506 posted by
Cocerello on 2014/08/01 05:23:20
Added a new area, tweaked many thing and optimized others, saved lots of clipnodes and marksurfaces, but raised the number of faces. I expect you'll like the changes, Sock.
It is compiling right now, so expect it tomorrow on friday morning.
On Vis'ing Tronyn's Map
#507 posted by Pekka on 2014/08/01 09:30:55
I am the someone who was trying to vis Tronyn's map, but it was taking too long with the older version. Now Tronyn gave me a new version of the map and vis has made similar progress in a few minutes that took over 24 hours with the older version.
It's possible it could finish fairly quickly and not delay the release. Tronyn will be able to tell how it is progressing with the link I gave him, so he and Sock can decide whether to wait for it to finish or not.
For reference, I have an eight-core 2.40 GHz machine on this, and the changes to the map involve more func_detail usage. Tronyn could tell you more, I'm just donating some computer here.
Looks like it's just about 50% done in full vis phase as I write this actually. I'll update on its progress after a while.
#508 posted by
negke on 2014/08/01 09:55:43
Oh wow, an eight-core. That would have come in handy for my coagula3 map...
#509 posted by
skacky on 2014/08/01 10:14:22
Yeah you gotta use func_details more. More than half of my architecture is func_detail and the map takes less than a minute to vis on level4.
Progressing OK
#510 posted by Pekka on 2014/08/01 11:06:28
It's at 7.. after having spent almost two hours. I'll make sure it syncs properly to Dropbox after finishing, and Tronyn can take it from there.
Yeah
#511 posted by Tronyn on 2014/08/01 11:46:31
mfx took a look at it, and said to use more func_details. I had been using func_detail as a glorified func_wall, basically for details, but he was like "make the whole map func_details except bounding walls," I was like "that doesn't make any sense to me", muttering some dumb objection based on my meagre understanding of how vis works and he was like "it's magic, just do it," and voila, seems like he was right. So big thanks to Pekka and also to mfx for helping out on this.
VIS Level
#512 posted by
sock on 2014/08/01 11:52:07
It sounds like a build worth waiting for, we can delay the build for a while longer. I still want to release today, so lets see what it is like in 8 hours time.
Sock
#513 posted by
mfx on 2014/08/01 13:29:20
my map underwent some changes, after no start map was needed i was bored:)
I�m mailing you the updated files this afternoon, ok?
** Update **
#514 posted by
sock on 2014/08/01 14:58:17
* tronyn/pekka inprogress vising his map
* cocerello currently vising his map
* mfx adding more crazy details
* I currently have 2 maps un-vised (tronyn/coce)
I would like to stress that everyone please check your maps before sending them to me. I will only test that I can fly to the exit trigger and that it loads correctly without missing art assets.
Cut off point for sending me updates, 2hrs from this post. I want to release the pack between 5-6pm euro time.
Don't Forget
To watch the jam premiere on Daz's stream.
http://www.twitch.tv/tddaz
HAM
#522 posted by
Lunaran on 2014/08/01 18:00:08
I will only test that I can fly to the exit trigger
mine is an info_notnull that doesn't become a changelevel until you kill a bunch of bros FYI, but I tested it on three difficulties in two engines.
Time To PACK!
#523 posted by
sock on 2014/08/01 18:02:49
I am off to do some testing, building and packing!
Sorry Tronyn, Coce, times up no more map updates.
@Lun, yeah I have tested your map already :P
MAXIMUM REKT
NOVIS TRONYN OFF WE GO AGAIN
#528 posted by
Lunaran on 2014/08/01 18:12:12
i withdraw my map in protest of tronyn's map not being vised. also gaza
#529 posted by
- on 2014/08/01 18:22:39
too late Lunaran
(ps fuck you)