I've been working on a map the past month or so, but as time goes on I've drastically lost interest... Is anyone even there? Is it even worth my time? I'm not so sure anymore what the outcome is going to be for this game in the near future..
This, please.Have you got any screenshots of your map so far?
If you're making a map that contains any of the following, you should probably proceed:Is anyone even there? Is it even worth my time?
Thanks! I reduced clipnodes from 50 to 40 by using that method.. I think what I'll have to do is make this a two part series, to flesh out all the ideas I want to bring to life...It looks great!
If you're worried about clipnodes, turn your outdoor areas into "hallways" with playerclip brushes. If it's inaccessible, cover it with a playerclip brush! This lets the engine know not to compile clipnodes in the unreachable spot. Also, turning stairs and weird-angled things into ramps can help (better for monsters too). Example from CS:GO :
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I really like your varied environments and lighting, IMO if you're having fun then keep up the good work!
ACTUALLY I reduced it to 22% by using -clipeconomy in J.A.C.K.... might be able to squeeze it all into this map after all...Thanks! I reduced clipnodes from 50 to 40 by using that method.. I think what I'll have to do is make this a two part series, to flesh out all the ideas I want to bring to life...
(I dunno if I should be depressed or impressed that both MSC:Community and Zeus survived the latest round of revelations the we offer every 16 years, without having any of their own, but at least Luci is evolving.)I told you so said:Remember you can use "-cliptype precise" or "simple", and (more safely) "-clipeconomy" in the HLCSG line compiles, to severely reduce clipnodes. If you change cliptypes, check that you still don't get stuck on anything (narrow angled entrances where you have to duck, being most likely to betray you), but β-clipeconomyβ shouldn't cause any such problems. ...and the usual trick of encasing anything solid but complex, inside simpler player-CLIP textured boxes, when possible (narrow pillars in boxes, larger ones into ones with less sides, encasing anything that is higher than the player should be able to ever reach from base to ceiling, etc. This also reduces leafnodes, if whatever is inside can be made non-solid (func_detail with no collision, or func_illusionary, as needed).
If you start nearing the alloc-block limit, scale up textures on everything you can't see x10 (including solid colors, blacks/whites, nulls, β{blue/{invisibleβ, and AAA's, which, on some entity types, may not be discarded). Worst case scenario, you can swap out all AAA textures for the default before export, so you only have the one allocated - just maybe undo it, after exporting to MAP, as it'll make visual map management less intuitive. Sometimes wide spread, high res grass, rock, and dirt textures can be scaled up a bit and still look okay, or even a bit more natural (1.25-3.0), which also helps quite a bit. The variety of models used in monsters eats a run-time alloc-block limit that is separate from, but relate to, the worldβs alloc-block, so keep in mind, the further you are from the alloc-block limit, the wider variety of monsters youβll be able to get away with adding, before textures start glitching, or the map will fail to load. [edit: a lot of gradient lighting and/or wide open areas, can also eat alloc-block, as it means more processed texture splits.]
As you more likely already know, to more easily pass the map between testers, β-nowadtextures -wadautodetectβ on the HCLSG line will combine to stick only the used textures into the BSP, so then there's no need to match up wad materials between clients. Doesnβt actually affect any map limits though, even if it bloats the file a lot.
No idea what this means but OK.(I dunno if I should be depressed or impressed that both MSC:Community and Zeus survived the latest round of revelations the we offer every 16 years, without having any of their own, but at least Luci is evolving.)
Ahahahahahahahahaha...Is it even worth my time?
More like a daughter who defies your orders and goes and gets pregnant at 16... We create these little monsters.Ahahahahahahahahaha...
...No.
But modding is a labour of love! Like coming back to the same abusive partner day after day, week after week, and enjoying those countless nights wondering whether you're good enough for them.
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This is exactly why I don't want to have kids...Oh, the things the golden silence could say to that.
Sometimes our daughters never have children of flesh and bone, but still have that nature, and become terrifying artists of their unborns' hands - and the same applies to some of our barren sons, serving as Loki and Thor for every family they come across. Parents always cry for their children to forge families in the material, but the tears they shed are still of joy, when they make their families instead among the stars.
The good of the dragon forges we build for them may not always outweigh the harm, we can only hope that the forges will always make those dragons stronger, that they may be forever free to follow the unborn futures we saw in their starry eyes, to devour the world, more than they are devoured by it.