[Released rv1.1] Dragoon Caverns

J-M v2.5.5

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Re: [BETA V1.3] Dragoon Caverns

FER said:
followed by the basement at the_keep.
Thothie said:
Never noticed the basement of The_Keep - although it's not the first time I've heard of the complaint. I can't think of what's around there to play havoc. :\
There's five iron chains suspended from the ceiling in various points in the basement. Four of those are grouped into one func_wall (the fifth one is a bunch of world brushes) and render from every spot in the basement (even through walls) and some spots outside it. The rest of the_keep looks great and runs great, though. Such a shame LittleFrodo never made more maps, he really has talent.

Anyway my solution: Turn all five chains into five separate func_illusionary. While I've never had any massive problems there (FPS drop, but nothing too dramatic), you may want to consider putting an updated version of the_keep in the betapack for those who do have issues in the basement of the_keep.
 

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Re: [BETA V1.3] Dragoon Caverns

[/me looks] Yeeah... Well, two of em are... They're also both func_wall'ed for some reason - which must be adding gloriously to the clip nodes to boot. The other's part of the world. There's some other funky stuff going on down there, but those do look like the biggest offenders. I'm willing to bet they aren't properly nulled either.

As a general rule, you don't want to build little nook-and-cranny things like fences, ladders, meshes, and chains, out of brushes - make use of the {solid textures instead. Might not always look quite as good, but the aesthetic difference isn't worth the performance drop. If you *must* make complicated brush objects such as these, and need them to be solid, func_illusionary them, and stick them inside a player clip brush (instead of func_wall'ing them). It'll at least save the clipnodes, and if you built it properly, some wpoly to.
 

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Re: [BETA V1.3] Dragoon Caverns

func_wall'd into a single entity between two separate rooms. (Actually, I'm going off the gl_wireframe and the func_wall msg I got when I touched them - I've not looked at the map source itself yet.)

edit: make that 4 of em. ><
 

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Re: [BETA V1.3] Dragoon Caverns

(Yeah, see edit). Four in three separate rooms. :\

That might actually be worth a recompile... Not sure... I'll have to see how close our source matches and how many ripent edits were involved. :/

edit: ...and yes, they are not properly nulled either. :\ *sigh*
 

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Re: [BETA V1.3] Dragoon Caverns

So, for future reference:
bad_frodo.jpg

For one does not simply func_wall into Mordor.
 

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Re: [BETA V1.3] Dragoon Caverns

Thothie said:
So, for future reference:
bad_frodo.jpg

For one does not simply func_wall into Mordor.

I smell a derail
 

J-M v2.5.5

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Re: [BETA V1.3] Dragoon Caverns

This is related to your map since you (apparently) selected every torch in your map and grouped them into a single entity, which is a comparable mistake to the one LittleFrodo made in the_keep.
 

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Re: [BETA V1.3] Dragoon Caverns

J-M v2.5.5 said:
This is related to your map since you (apparently) selected every torch in your map and grouped them into a single entity, which is a comparable mistake to the one LittleFrodo made in the_keep.

Aaah ok.. Well I reverted it since it ran better.

Update btw.

I totally made sure I didn't forget anything... XD but feel free to remind me of anything I forgot.
 

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Re: [BETA V1.4] Dragoon Caverns

The tension is killing me. XD
I update and the posts stop XD kinda suspenseful XD
 

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Re: [BETA V1.4] Dragoon Caverns

Apparently around here that's a good thing, wouldn't worry about it too much. :p
 

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Re: [BETA V1.4] Dragoon Caverns

Age said:
Apparently around here that's a good thing, wouldn't worry about it too much. :p
lol Alright XD
 

J-M v2.5.5

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Re: [BETA V1.4] Dragoon Caverns

Age said:
Apparently around here that's a good thing, wouldn't worry about it too much. :p
It can also mean that whatever person X produced is not interesting to anyone on the entire planet, but generally it means that people are too busy to care.
 

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Re: [BETA V1.4] Dragoon Caverns

Waiting on new sauce.
 

TheOysterHippopotami

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Re: [BETA V1.4] Dragoon Caverns

I have found that there is a reverse correlation when it comes to producing something and being praised on the internet. The more praise you receive, the shittier a job you've done. When nobody comments at all, you've probably done a pretty decent job.
 

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Re: [BETA V1.4] Dragoon Caverns

Just so ya don't fret... Compiled yesterday, but the damned zombie virus took me down before I could open her up... Will look today...

*achoo*

It'd help if the damned little Japanese girls would stop talking about me behind my back. ><
 

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Re: [BETA V1.4] Dragoon Caverns

Looks good so far...

I notice the basic bandit rouges can't hit with their attacks - so the fact that the dragoon rogues can't either isn't your fault (wrong model event - fixed on both).

Funny thing is, I think that's been going on for about four years without us noticing it. >_>
 

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Re: [BETA V1.4] Dragoon Caverns

First comment I see regarding this map under MAR2011a!
Chatlog said:
Sun Mar 20 14:03:03 2011> [STEAM_0:1:1510459] Karedene(0): bah

Sun Mar 20 14:03:10 2011> [STEAM_0:1:1510459] Karedene(0): I tought theres dragons
:oldlol:

Oops... I noticed, it's "Caverns" not "Caves", isn't it? :oops:

PS. You should probably un-link the links at the top page to avoid confusions, lest someone downloads the wrong one.
 

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Re: [BETA V1.4] Dragoon Caverns

Thothie said:
First comment I see regarding this map under MAR2011a!
Chatlog said:
Sun Mar 20 14:03:03 2011> [STEAM_0:1:1510459] Karedene(0): bah

Sun Mar 20 14:03:10 2011> [STEAM_0:1:1510459] Karedene(0): I tought theres dragons
:oldlol:

Oops... I noticed, it's "Caverns" not "Caves", isn't it? :oops:

PS. You should probably un-link the links at the top page to avoid confusions, lest someone downloads the wrong one.

! Le gasp you certainly are right!
*FIXES*
 

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Re: [Released rv1.0] Dragoon Caverns

Reports of the map being incredibly unstable.. a few tests confirmed when players rushed, the thinking scripts overloaded the servers.

I will go through the map and lock several doors and open them when enemies are killed...

It's a serious downer to find your first release to be "The most unstable map in the mod". :(
 

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Re: [Released rv1.0] Dragoon Caverns

It's the sprites, not the scripts. Ya got like 1000 torch light sprites = 1000 thinking entities = 10000 edicts. :/

(Slight exaggeration, but yes, this is why sprite lighting is bad, at least went -num_edicts don't wanna work no more.)
 

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Re: [Released rv1.0] Dragoon Caverns

furion001 said:
Reports of the map being incredibly unstable.. a few tests confirmed when players rushed, the thinking scripts overloaded the servers.

I will go through the map and lock several doors and open them when enemies are killed...

It's a serious downer to find your first release to be "The most unstable map in the mod". :(

Worse than b_castle, the_wall, and a myriad of other maps that were unstable during first release?

Can't iron all the bugs out during your initial testing. Once you release the map, that's the real bugtesting. :p
 

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Re: [Released rv1.0] Dragoon Caverns

Thothie said:
It's the sprites, not the scripts. Ya got like 1000 torch light sprites = 1000 thinking entities = 10000 edicts. :/

(Slight exaggeration, but yes, this is why sprite lighting is bad, at least went -num_edicts don't wanna work no more.)
CrazyMonkeyDude said:
Worse than b_castle, the_wall, and a myriad of other maps that were unstable during first release?

Can't iron all the bugs out during your initial testing. Once you release the map, that's the real bugtesting. :p

Good points.. I'll see what I can do about the torches.. maybe do a model cycler instead, using a torch model kinda like houw the wall was done?
 
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