Author Topic: City 45  (Read 20894 times)

Offline Bromine

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Re: City 45
« Reply #30 on: April 29, 2011, 07:51:38 PM »
I said, "YOU ALMOST HIT THE BRUSH LIMIT, YOU ARE AT ABOUT 7100 OUT OF 8192!".

Also, you doubled the ent_data limit
entdata               [variable]      791855/393216   (201.4%) VERY FULL!

Offline Statua

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Re: City 45
« Reply #31 on: April 29, 2011, 11:50:24 PM »
In cosmoscity, we had hit the ent data limit. It would cause server crashes and console spam. It wasn't till we took it down below 110% that it actually worked. Single player worked fine.

Here's the data from a compiled version of CC.

entdata               [variable]      429783/393216   (109.3%) VERY FULL!


Offline lemonshit

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Re: City 45
« Reply #32 on: April 30, 2011, 12:00:21 AM »
I love this....................... Video? :3

Offline .:KFrohman:.

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Re: City 45
« Reply #33 on: April 30, 2011, 01:31:17 AM »
In cosmoscity, we had hit the ent data limit. It would cause server crashes and console spam. It wasn't till we took it down below 110% that it actually worked. Single player worked fine.

Here's the data from a compiled version of CC.

entdata               [variable]      429783/393216   (109.3%) VERY FULL!

Frosty tells me it never compiled at 100%.



Offline Statua

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Re: City 45
« Reply #34 on: April 30, 2011, 12:48:45 PM »
Really? That's the same version I had taken from frosty which was the final version...


Offline .:KFrohman:.

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Re: City 45
« Reply #35 on: May 02, 2011, 07:46:42 AM »
So you know I said the map was finished? Well I lied. I wasn't 100% happy with the final result. The recent downtime has meant I could work on finessing the map. I've removed a few nodes (about 100), which I suspect would be the cause of a 200% entdata.

I've also taken liberty of adding a few things.

New switching system in the trainstation treatment room
Few sprites on combine buttons, better dictates whether it's on or off, and where something is enabled or not.
Replaced statue with a metal variant of the c17 plaza pointer.
Couple of model fixes, where static was specified instead of dynamic.
Fixed nodraw and soundscapes.

This *should* be done by 2 am tonight.



Offline Nicknero

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Re: City 45
« Reply #36 on: May 02, 2011, 08:17:25 AM »
Sounds good. Does this mean the map would be playable for HL2RP by tomorrow?
Check out my Youtube channel with all kinds of cool videos including LP's which I'm currently working at. Don't forget to give feedback as well. ;)


Offline .:KFrohman:.

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Re: City 45
« Reply #37 on: May 02, 2011, 08:20:34 AM »
Sounds good. Does this mean the map would be playable for HL2RP by tomorrow?

As long as the map doesn't shit a dick, then hopefully. Actually, that's a lie. The map will be "playable", but sticking it on a hl2 RP server without any set up? +2-3 hours.

Bump for great justice. New favorite entity: func_viscluster. Cut down compile time by 95%. <10 min compile time.
« Last Edit: May 02, 2011, 10:48:41 AM by Kaz »



Re: City 45
« Reply #38 on: May 02, 2011, 04:53:58 PM »
Sounds good. Does this mean the map would be playable for HL2RP by tomorrow?

As long as the map doesn't shit a dick, then hopefully. Actually, that's a lie. The map will be "playable", but sticking it on a hl2 RP server without any set up? +2-3 hours.

Bump for great justice. New favorite entity: func_viscluster. Cut down compile time by 95%. <10 min compile time.
One day your gonna have to teach me how to use that...
1:23 PM - Pvt. Emory[113thCav]: I think 604 is a cat :3

2:07 PM - Juggernaut: Monkey with a gun
2:07 PM - Juggernaut: + Chunkeymonkey79
2:07 PM - Juggernaut: =
2:07 PM - Juggernaut: CHUNKYMONKEY WITH A GUN69
2:07 PM - chunkeymonkey79: YOU SIR ARE GOD


9:52 PM - Rory Phelps: gosh god damnit fuck my ass

Offline Statua

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Re: City 45
« Reply #39 on: May 02, 2011, 05:02:42 PM »
And me. Rockford gonna need it lol. Tried to compile today and it shit brix


Offline chunkeymonkey79

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Re: City 45
« Reply #40 on: May 02, 2011, 06:07:02 PM »
Wow. That would make my day if the map came up tommorow.

Kaz, you'll have to give us the OOC grand tour.
<::|| HL2RP Characters ||::>


C18.CCA.APEX-DvL.040
Taking it easy as the DvL of the best division.


Derek Hampson
Wandering around C18, mentally confused.


Kendra Shawkins
Unknown Location, last seen diving into a body of water.


UU.OTA.PHANTOM-1.11590
On a rooftop, cloaked and sniper in hand.


ATTEMPTING TO ACCESS CHARACTER DATA..RESTRICTED..

Offline .:KFrohman:.

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Re: City 45
« Reply #41 on: May 02, 2011, 07:23:24 PM »
And me. Rockford gonna need it lol. Tried to compile today and it shit brix

Load the portal file. See if there are areas where there is a LOT of visibility. Encompass it in the ent. See the devwiki.



Offline .:KFrohman:.

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Re: City 45
« Reply #42 on: May 03, 2011, 11:55:34 PM »
Updated OP.



Offline chunkeymonkey79

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Re: City 45
« Reply #43 on: May 04, 2011, 05:16:08 PM »
Just downloaded and playtested every corner.

WOW. Is all I can say. Great job Kaz. The thumpers are a really cool addition. And the ration distribution, bigger Nexus, Closeable D6, agility course, breach training, firearms and shooting range, conference/briefing room, and a shield in front of Nexus (when enabled). Oh, and a working transit system.

Nowz we need to set an RP move date...
<::|| HL2RP Characters ||::>


C18.CCA.APEX-DvL.040
Taking it easy as the DvL of the best division.


Derek Hampson
Wandering around C18, mentally confused.


Kendra Shawkins
Unknown Location, last seen diving into a body of water.


UU.OTA.PHANTOM-1.11590
On a rooftop, cloaked and sniper in hand.


ATTEMPTING TO ACCESS CHARACTER DATA..RESTRICTED..

Offline Bromine

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Re: City 45
« Reply #44 on: May 04, 2011, 08:31:28 PM »
This map inspires me to work on a small rp-map.

 

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