Author Topic: Beta 11: The_Camp! Finished now and need Feedback pls  (Read 30090 times)

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: The Camp - Now Beta 7!
« Reply #40 on: February 15, 2015, 12:32:58 PM »
Cool!  I've uploaded it to the beta server so people can test it.  Difficult to judge the gameplay without other players, so I'll give some feedback on some minor things I saw.

- Little posts and details should have clip brushes so players don't get stuck (example: new bunker in base next to the drop down to the low path).
- Lots of wood textures could stand to be rotated (ex: angled beams should have the wood grain rotated so it goes along the beam).
- Some of the ladders look obscenely huge.
- Why isn't the ivy climbable all the way to the top in the low to mid area?
- Pretty minor, but keep in mind you can flip textures so the lighting fits better.  For example, the down arrow in one base could be flipped so the shadows are cast away from the light in the room.  Just subtle things that help things look better.
- Some of the shingle textures are upside-down or not oriented correctly.  Most obvious is the mid-high area on one side.  You can flip (scale -1) or rotate the texture 180 degrees to fix that.
- I'd elevate the high flag or do something to make it more obvious that there's a flag up there.

-MrVarron-

  • PGP
  • Posts: 40
Re: The Camp - Now Beta 7!
« Reply #41 on: February 15, 2015, 02:18:02 PM »
ok thanks jitspoe :)
i'll do my best. i have more time now to work at the map, so i'm gonna working more at the map that i can finish it finally... :)

when i look at the date when i uploaded this map for the first time... 2 years is very long for a map i think :D

-MrVarron-

  • PGP
  • Posts: 40
problem by rendering :(
« Reply #42 on: July 25, 2015, 05:52:06 PM »
hey guys, ive worked very long for beta 8 "the camp", and now im finish BUT: when im on full rendering the console shows me errors with vismap. here the console text:

Quote
C:\BSP\pball2\quake2\pball\mapfiles>call ..\compilers\qbsp thecamp_b8

C:\BSP\pball2\quake2\pball\mapfiles>..\..\util\qbsp3 thecamp_b8
----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.09
-----------------------------
gamedir set to C:\BSP\pball2\quake2\pball\
entering C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.map
0...1...2...3...4...5...6...7...8...9... (0)
0...1...2...3...4...5...6...7...8...9... (0)
writing C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.prt
Writing C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.bsp
    5 seconds elapsed

C:\BSP\pball2\quake2\pball\mapfiles>call ..\compilers\vis -level 4 thecamp_b8

C:\BSP\pball2\quake2\pball\mapfiles>..\..\util\qvis3 -level 4 thecamp_b8
----------- qvis3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.03
-----------------------------
Test level not used in qvis3
reading C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.bsp
reading C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.prt
3522 portalclusters
10926 numportals
0...1...2...3...4...5...6...7...8...9... (14)
0...1...2...3...4...5...6...7...8...9... (4771)
Average clusters visible: 289
Building PHS...

************ ERROR ************
Vismap expansion overflow

C:\BSP\pball2\quake2\pball\mapfiles>call ..\compilers\rad -extra thecamp_b8

ECHO ist ausgeschaltet (OFF).
ECHO ist ausgeschaltet (OFF).
ECHO ist ausgeschaltet (OFF).
ECHO ist ausgeschaltet (OFF).
ECHO ist ausgeschaltet (OFF).
ECHO ist ausgeschaltet (OFF).

----- ArghRad 3.00T9 by Tim Wright (Argh!) -----
----- TESTING VERSION, DO NOT REDISTRIBUTE -----
Modified from original source code by id Software

----- Settings -----
 -gamedir set to C:\BSP\pball2\quake2\pball\  (game pak dir)
 -extra enabled  (extra quality light sampling)
----- Load BSP File -----
reading C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.bsp
no vis information, direct lighting only
----- Light World -----

************ ERROR ************
MAX_PATCHES
        1 Datei(en) kopiert.


The game starts now with your map.

Drücken Sie eine beliebige Taste . . .



Please give us a feedback and upload your map at http://www.DigitalPaint.org or
http://www.OTB-Clan.de

Thanks !


Drücken Sie eine beliebige Taste . . .

Rockyar_96

  • 68 Carbine
  • Posts: 370
Re: The Camp - PROBLEMS with Beta 8!
« Reply #43 on: July 26, 2015, 05:16:30 AM »
Have you tried giving all brush faces that cannot be seen in the actual map a really low texture resolution? Something like 100 x 100. That should spare some resources.

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: The Camp - PROBLEMS with Beta 8!
« Reply #44 on: July 26, 2015, 06:40:34 AM »
The map has too many numportals. Set the detail flag on stuff that doesn't block VIS (barrels, boxes, ladders, stairs, handrails, etc.). That should solve your problems with the export.

It seems that you use our bsp version. You can find this icon on the toolbar. Just select the stuff you want to detail and click that button.
« Last Edit: July 26, 2015, 07:52:55 AM by Chef-Killer »

-MrVarron-

  • PGP
  • Posts: 40
numportals
« Reply #45 on: July 26, 2015, 01:06:52 PM »
ok guys id follow your suggestions and changed the texture size of hided brushes into 100x100, so now they looks like minecraft textures :)

the 2. suggestion was that i give some brushes the detail feature with the +Det Button... at many many brushes...
the result is, that the number of portalclusters and numportals radically going down

BUT

now i have the same error like before :(

thats my console:
Quote
C:\BSP\pball2\quake2\pball\mapfiles>call ..\compilers\qbsp thecamp_b8

C:\BSP\pball2\quake2\pball\mapfiles>..\..\util\qbsp3 thecamp_b8
----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.09
-----------------------------
gamedir set to C:\BSP\pball2\quake2\pball\
entering C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.map
0...1...2...3...4...5...6...7...8...9... (0)
0...1...2...3...4...5...6...7...8...9... (0)
writing C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.prt
Writing C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.bsp
    4 seconds elapsed

C:\BSP\pball2\quake2\pball\mapfiles>call ..\compilers\vis -fast thecamp_b8

C:\BSP\pball2\quake2\pball\mapfiles>..\..\util\qvis3 -fast thecamp_b8
----------- qvis3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.03
-----------------------------
fastvis = true
reading C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.bsp
reading C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.prt
2563 portalclusters
7979 numportals
0...1...2...3...4...5...6...7...8...9... (8)
Average clusters visible: 697
Building PHS...

************ ERROR ************
Vismap expansion overflow

C:\BSP\pball2\quake2\pball\mapfiles>call ..\compilers\rad -chopcurve 128 thecamp
_b8

ECHO ist ausgeschaltet (OFF).
ECHO ist ausgeschaltet (OFF).
ECHO ist ausgeschaltet (OFF).
ECHO ist ausgeschaltet (OFF).
ECHO ist ausgeschaltet (OFF).
ECHO ist ausgeschaltet (OFF).

----- ArghRad 3.00T9 by Tim Wright (Argh!) -----
----- TESTING VERSION, DO NOT REDISTRIBUTE -----
Modified from original source code by id Software

----- Settings -----
 -gamedir set to C:\BSP\pball2\quake2\pball\  (game pak dir)
 -chopcurve set to 128.0  (curve surface patch size)
----- Load BSP File -----
reading C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.bsp
no vis information, direct lighting only
----- Light World -----

************ ERROR ************
MAX_PATCHES
        1 Datei(en) kopiert.


The game starts now with your map.

Drücken Sie eine beliebige Taste . . .

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: The Camp - PROBLEMS with Beta 8!
« Reply #46 on: July 26, 2015, 01:26:02 PM »
7979 numportals are still a lot. Can you send me the .map file? Then I'll have a look at it to find some more brushes for detailing.

-MrVarron-

  • PGP
  • Posts: 40
mapfile
« Reply #47 on: July 26, 2015, 03:06:01 PM »
sure

flamer

  • 68 Carbine
  • Posts: 280
Re: The Camp - PROBLEMS with Beta 8!
« Reply #48 on: July 26, 2015, 06:52:59 PM »
How many numportals is decent for a medium-sized map ?

Also, could you post on this thread a quick tutorial to set the bases/flags points along with a guide on how to set the spawns to be ''numpad 7 = blue'' to spawn in blue base and ''numpad 1 = red'' to spawn in red base ?

Ace

  • Autococker
  • Posts: 661
Re: The Camp - PROBLEMS with Beta 8!
« Reply #49 on: July 26, 2015, 08:26:43 PM »
I got rid of the outside box, fixed the leaks, and it brought it down to 5500. That's without changing much else. There's a ton of overlapping brushes and things like that, leads to a inflated number in the end.

Rockyar_96

  • 68 Carbine
  • Posts: 370
Re: The Camp - PROBLEMS with Beta 8!
« Reply #50 on: July 26, 2015, 08:40:41 PM »
I managed to compile it myself, but you should maybe just fix the issues Ace mentioned.
.bsp at mega


How many numportals is decent for a medium-sized map ?

Also, could you post on this thread a quick tutorial to set the bases/flags points along with a guide on how to set the spawns to be ''numpad 7 = blue'' to spawn in blue base and ''numpad 1 = red'' to spawn in red base ?
Pretty sure there is a topic in the forums. just use the forum search...

flamer

  • 68 Carbine
  • Posts: 280
Re: The Camp - PROBLEMS with Beta 8!
« Reply #51 on: July 26, 2015, 11:31:29 PM »
I know there's a topic about it. I spent 2 days searching. All it says is ;

''maxteams'' ''2''
 ''team1'' ''red''
 ''team2'' ''blue''
 ''count'' ''1'' for 5 pts per cap.


I've fixed the first issue. Now the spawn points are in the correct base. Although, normally when you use the numpad to join a team, 1 is red, 7 is blue. When I press either of those, sometimes it gives me the correct color, but most of the time its random. I need help on that.

Will try to search more to fix the capping spot as I don't understand which teamnumber to set on those. The red cap needs the blue flag so flag would be Entity --> flag, teamnumber 2(blue) and the base would be red ?

Not quite sure to understand that part.

Rockyar_96

  • 68 Carbine
  • Posts: 370
Re: The Camp - PROBLEMS with Beta 8!
« Reply #52 on: July 27, 2015, 04:47:28 AM »
if team 1 is red then the red base is used with teamnumber 1 and the red flag is also set to teamnumber 1.

never heard of this numpad thing before and I don't get why even want that...

-MrVarron-

  • PGP
  • Posts: 40
Re: The Camp - PROBLEMS with Beta 8!
« Reply #53 on: July 27, 2015, 05:03:56 AM »
K @ace
Thanks for Watching.
Is there an option to fix overlapping brushes without searching? Like merge brushes? Or what function have merge brushes?

an how can i search leaks efficient? when  click "leak search..." and im gonna launch the map, then i become the ***leaked*** message though :(
« Last Edit: July 27, 2015, 05:37:24 AM by -MrVarron- »

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: The Camp - PROBLEMS with Beta 8!
« Reply #54 on: July 27, 2015, 08:06:59 AM »
Did some changes to lower numportals below 4000, export works fine now :)

Some changes I did:
- detailing some more stuff
- fixing some overlaps
- fixing leak without a box

For the leak: Try to avoid a big box around the map. Use the leak search to find the leak. Load the leak file and search for a yellow line. You'll find it at the point where the yellow line goes outside of the map.

EDIT: Sorry, can upload the .bsp as .rar only because of the size  :(

flamer

  • 68 Carbine
  • Posts: 280
Re: The Camp - PROBLEMS with Beta 8!
« Reply #55 on: July 27, 2015, 09:45:03 AM »
if team 1 is red then the red base is used with teamnumber 1 and the red flag is also set to teamnumber 1.

never heard of this numpad thing before and I don't get why even want that...

When you play the game, instead of doing Esc > Join Team > Colour , you can use your numpad on your keyboard at the right;

1= Red
3= Yellow
7= Blue
9= Purple

You can also, during the game, type in console ''Join a'' for a random team, ''Join r'' for red, ''Join b'' for blue, ''Join y'' for yellow and ''Join p'' for purple. The problem in my maps is I can't manage to select the right team using the numpad keys. After thinking over night, I realised it's possibly caused by the autoforcejoin. Which would solve my problem if it was set to ''0''


Also, @Chef-Killer, whenever I try to leakcheck, I open the layers_b1 file and BSP crashes everytime.

Ace

  • Autococker
  • Posts: 661
Re: The Camp - PROBLEMS with Beta 8!
« Reply #56 on: July 27, 2015, 02:57:23 PM »
When you play the game, instead of doing Esc > Join Team > Colour , you can use your numpad on your keyboard at the right;

1= Red
3= Yellow
7= Blue
9= Purple

You can also, during the game, type in console ''Join a'' for a random team, ''Join r'' for red, ''Join b'' for blue, ''Join y'' for yellow and ''Join p'' for purple. The problem in my maps is I can't manage to select the right team using the numpad keys. After thinking over night, I realised it's possibly caused by the autoforcejoin. Which would solve my problem if it was set to ''0''

This has almost nothing to do with bsp, and everything to do with forcejoin. For example, a map of mine with 2 teams...

"classname" "worldspawn"
"sky" "bm_"
"message" "Cargo - Ace"
"team1" "red"
"team2" "blue"
"gamemode" "4"
"maxteams" "2"

If you want to add a spawn for the red team...

"classname" "info_player_deathmatch"
"origin" "1961 0 600"
"teamnumber" "1"
"GiveGun" "carbine"
"GiveHopper" "200"
"GiveAmmo" "200"
"GiveBarrel" "chrome"
"GiveCO2" "20oz"
"angle" "180"
"LoadedCO2" "20oz"

And just switch the teamnumber for blue team. The numberpad shortcuts in game will work with it setup like this. If you join random teams, its probably because forcejoin is on.

Edit: The more threads and questions I see on topics like this, the more I want to make a BSP tutorial video covering all the basics.


-MrVarron-

  • PGP
  • Posts: 40
Re: The Camp - PROBLEMS with Beta 8!
« Reply #57 on: July 27, 2015, 03:50:40 PM »
veryveryveryveryveryvery thanks, i love you all <3 :D

id follow the suggestions of chef-killer, without downloading. :) i searched the leaks and overlapped brushes, settet more details and then, voila, it works :DDDDDDDD thank you, im gonna render and upload the beta 8 in a few moments :)

-MrVarron-

  • PGP
  • Posts: 40
beta 8 finished :)
« Reply #58 on: July 29, 2015, 04:55:44 AM »
this beta have many grafical improvements, more hides than beta 7, and yeah, check it out and give me some feedback :)
(very thanks for chef-killer and ace)

the file is a .rar, you must extract it, because the size...

-MrVarron-

  • PGP
  • Posts: 40
the_Camp finished! beta 11
« Reply #59 on: December 24, 2015, 09:39:04 AM »
news:
new hides and ways
texture fixes
bug fixes

enjoy and pls give me feedback