[EP2] int_house - A Community Map

Reveal what you have made so far and get feedback on development.

Re: [EP2] int_house - A Community Map

Postby Preamp on Fri Aug 13, 2010 1:14 pm

i donno if its a idea worth doing..
but couldent the person who postes the mapfile after editing include a compiled version of the map to show that the work they done is acturaly compilable to to speak ?
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Re: [EP2] int_house - A Community Map

Postby Plague on Fri Aug 13, 2010 1:21 pm

It is just natural for the person editing to at least TRY out their edits, so not really.
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Re: [EP2] int_house - A Community Map

Postby city14 on Fri Aug 13, 2010 3:24 pm

Plague wrote:I would like to bring up in response to the render groups, technically we have three.
If we continue on with the sewers it was not rendered in my tests when above ground or in the vault.

And out of curiosity do you guys get lag in the map?
Because I have not had lag since you guys began this XD.


I was definitely getting lag, I have a pretty shitty machine, but most source games can run at 50fps most of the time...

So it was definitely some optimization that was missing...
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Re: [EP2] int_house - A Community Map

Postby Plague on Fri Aug 13, 2010 3:26 pm

If i get editing i'll go through some more, I am on a 2yr past prime gaming machine, so naturally Source game runs fine at their fullest.

From my last edit i still could not quite cut down on the primary house as much.
But I will look into some creative boundaries to block off more of the map from the player.
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
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Re: [EP2] int_house - A Community Map

Postby city14 on Fri Aug 13, 2010 3:39 pm

I think that we should avoid even having more parts of the map.

Like I said before, we don't need some massive city yet, we haven't finished the rest yet. Perfect something before moving on.

Besides, that church is ridiculous... I don't like it at all...
coder0xff wrote:I wonder if Gabe ever lies in bed at night, thinking about all the fat jokes, and just cries himself to sleep, wiping his tears away with one-thousand dollar bills.
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Re: [EP2] int_house - A Community Map

Postby TicTac on Fri Aug 13, 2010 3:42 pm

I get 30fps above ground, Plague
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Re: [EP2] int_house - A Community Map

Postby Plague on Fri Aug 13, 2010 3:43 pm

Ok, I get around 40...
We done comparing?
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
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Re: [EP2] int_house - A Community Map

Postby Smurftyours on Fri Aug 13, 2010 4:27 pm

No, I get around 20 fps on max with my shoddy graphics card. I get around 30-70 on well optimized maps. And plague, I wanna hit you with a bat for making all those benches physic props, your church seems to be the main point of lag in the entire map considerer that I get reasonable fps everywhere else. :smt044
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Re: [EP2] int_house - A Community Map

Postby stoopdapoop on Fri Aug 13, 2010 4:35 pm

Smurftyours wrote: I wanna hit you with a bat for making all those benches physic props, your church seems to be the main point of lag in the entire map considerer that I get reasonable fps everywhere else. :smt044


It's not so simple, you can't just assume that because you lag when you're around the church, that the church is actually the problem. And the physics props aren't a big deal at all, They're resting 100% of the time and have almost no overhead, and there aren't even that many of them.

It shouldn't come as a surprise to anyone that a map being worked on by 20 people is going to be an optimization nightmare.
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Re: [EP2] int_house - A Community Map

Postby Plague on Fri Aug 13, 2010 4:38 pm

Yes i never got to making them static, but i was lazy....

Too bad this is not a community modified map where over time other helpful users could change things for the better....

Ohh wait...

Edit:
Also,
Honestly if the Church pisses you guys off soo much just fucking remove it, its not like i'm emotionally attached to it.
For crying out loud beside the texture changes all people do is cry and complain about it....

I'll tell ya what, I'll remove it my self in the next edit? Cause the Church is obviously the reason the entire map with great opportunity's to optimize is lagging soo much....
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
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Re: [EP2] int_house - A Community Map

Postby leadphalanx on Fri Aug 13, 2010 6:33 pm

Image

nothing's changed, have a couple of other things to work on. I'll grab it later on.
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Re: [EP2] int_house - A Community Map

Postby city14 on Fri Aug 13, 2010 6:36 pm

Lol, don't start getting all pissed off.

I just don't like the shape as is, I didn't say it had to go.

Besides, I had so many problems with cubemaps that the god rays were so bright I could barely see in there. So my opinion is swayed. Besides, who besides me was really complaining about it. Smurft was just talking about physics props inside the church, that's not the church as a whole.

DON'T GET MAD GET GLAD about making things look pretty.
coder0xff wrote:I wonder if Gabe ever lies in bed at night, thinking about all the fat jokes, and just cries himself to sleep, wiping his tears away with one-thousand dollar bills.
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Re: [EP2] int_house - A Community Map

Postby Plague on Fri Aug 13, 2010 8:46 pm

city14 wrote:Lol, don't start getting all pissed off.

I just don't like the shape as is, I didn't say it had to go.

Besides, I had so many problems with cubemaps that the god rays were so bright I could barely see in there. So my opinion is swayed. Besides, who besides me was really complaining about it. Smurft was just talking about physics props inside the church, that's not the church as a whole.

DON'T GET MAD GET GLAD about making things look pretty.


Lol not getting mad, just been reading complaints since i added it in :\.

Also I have the cubemap problems also because no one will fix the god damn skybox, I have to type in mat_specular 0
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
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Re: [EP2] int_house - A Community Map

Postby F0xHunter on Fri Aug 13, 2010 9:08 pm

Can't somebody pimp the subway? I feel terrible for rushing it in the first place. I forgot all about the map, and before I knew it, the thread was all like 'ZOMG WHERE R F0XY. IF HE DOESENT FINISH IT IN 30 MINUTES LETS PASS THE EDITING ON'
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Re: [EP2] int_house - A Community Map

Postby no00dylan on Fri Aug 13, 2010 9:11 pm

Lol

you guys are inadvertently learning how to operate a mod team.
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