Theothesnopp
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Posts posted by Theothesnopp
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Maybe the computer is swapping itself to death?
well i have tortured my computer a bit
but yeh whenever ánything is up it reduces the download rate
i am on a laptop right now (dont have d3 here) so internet i can acces to but i cant have anything up on my other computer :/
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i wont be able to work with the map for a while,
im trying to downlod the darkmod assets vie the tortoise and its like max 20 kbits per second and if i open up radiant it jumps to 2kbits per second :/
this will take around 5 days i think
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YAY congrats Theothesnopp on betamapper status
thanks im trying to get the svn working now =D
i dont really get it yet :/
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Yes, those scenes are very promising.
Are you sure there's bloom in those shots?
whats bloom? lol
i hear everyone talk about it all the time its getting confusing
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Download from the link you put up in this thread. You need to start from there and divide it. The ones I split up are rough - there are parts missing and other errors so when joined together again there may be problems. For instance, leaks I fixed crudely. Some entity errors I just deleted the enitities. I changed ambient lighting as I couldn't see well. Added player starts. I can upload the parts I made if you like though. Maybe you prefer to put them together. Up to you.
oh yeah i uploaded it here i forgot about that
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okey ill have to read that through a few times cuz i cant hand´le to much complicated english at the time
a question just could u upload the files here cuz im on another computer and i wont get to the computer wtih the files for like a week or two
so if u could send it it would be great
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yeh i kind of feel like im a "hanger on" (i think the word is)
well thanks for the help and if you want to stop with the eeh helping me you can stop and i can try to continue
i cant find the words im looking for sorry
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[quote name='swordbreaker' date='Feb 1 2009, 09:12 PM' post='176303'edit:I'm not chinese
That's what they want you to think.
@theothesnopp: Now got AaA working but the dmap took ages for such a small section. I see 'backward triangle' errors - normally not serious but there are quite a lot. I'll be looking for complex patchwork tomorrow.
What pieces of the mission I've played look really good so this must be rescued. Once the bad errors are fixed you can still expect a lot of work fixing the leaks. This is because I think when the errors are discovered it's safer if we go back to the original and fix them there rather than merging this lot back together again.
yes, thanks for all the help
i do hope this will be playable and stuff when the big problems are finsihed and i have fixed the leaks then i will have a few things to fix first but hopefully not to much
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No. later though
These are just notes to record what I'm doing...
I've deleted a static door handle func_static_45 because it was split badly far out in the void and very difficult to put back together again. I gave up after 10 minutes. It can be retrieved from an earlier save and merge it back is easier.
I've deleted MissionEnd2 - a clip brush which is in the void and I suspect it should be in Part B. I saved it as a temp prefab so hope to import it back later.
I now have part A split in two layers. I have to break for an hour but will continue later.
so it was something outside the map?
thanks for the help
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I just looked at the part where you go underground and then into the mansion. I'm sorry to say but it's very messy. You should use bigger grid sizes for the outer brushes keep things tidy and to avoid leaks. After fixing the many leaks I was able to play it a bit. It looks nice but it was too laggy to explore everything.
lol yes its very messy :]
i think next time i make areas im gonna make the outer brushes first (skyboxes and those that you wont see)
it will be easier to vizportal and tidyer
i think it sound like a good idea but i dunno
thanks =)
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OK, the tempB file had 3 or 4 leaks which I've fixed and its dmapping as I write this. I'll give it a quick look but I think it will be OK.
The TempB file has the bad error in it. I'll look at that now and split it in two again.
uh thanks u didnt have to fix the leaks but. thank :]
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OK, I'll take a look
thanks.
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Remember, if you're struggling you can also upload it and we can take a look at it.
The lesson to be learned is always dmap and test as you go along. If you do half an hour's work then test it and there is an error then you know where to look. If you do three month's work without testing then there are likely to be lots of problems and you don't know where.
yep i give up :[
i cant find anything suspicious
sorry for this :/
anyway ill upload here
http://www.2shared.com/file/4774130/d50f59...pname_maps.html
tempnametesta crashes but tempnametestb just gives a leak so that one seems okay.
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Yes, this is the way I would do it.
- Save the map as eg tempA.map
- Create a new layer named eg, halfA
- Find a place somewhere in the middle that is easiest to split
- Shift LMB drag the mouse over one half to highlight it
- RMB in orthoview and select move to layer halfA
- Save
- Save again as tempB.map
- Select halfA layer and delete it
- Save
- reload tempA.map
- Select default layer and delete it.
- Save
- You now have two maps
- Look at the place where you split it and block it off roughly with cork to seal it.
- Do the same with tempB.map
- dmap them separately and test
- if any half gives major error repeat for that half
- if any half gives different error, eg, leak, then deal with that separately
- When all halves are fixed then merge maps back together and remove temp caulk blocks
okey ill get oj with thjat now then thanks
- Save the map as eg tempA.map
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What Fidcal means is split your map into two areas. For each of them, take it into a new file, close up the gaps with the void and test it. Then probably the error appears in only one of those two new maps. If you repeat this you can find the source of the error. If the error happens in both new maps, you're unlucky .
okay tha will have to be tommorow then, its so lpate now :]
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Split it in half, seal off each side and test them separately.
If there error is only in one half then repeat.
sorry i dont get it?
should i seal of half the map and dmap?
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Node without a volume can also be a simple patch, so these warnings are probably harmless. But maybe you have very thin brushes around or maybe your map is just too big somehow?
Also, did you vizportal it?
yes i did vizportal it and the map is around 6500 brushes
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Node without a volume usually means there is an entity with it's origin in the void. Although I can't see the usual leaked message that accompanies it and it shouldn't cause a crash to desktop, so maybe it's something else.
Sometimes if you try to delete entities they remain somehow without a model. To find them look in the entity list and search for entities without a model (that means they don't have a + next to it).
i couldnt find anything suspicious all the ones i found withoout the [+] were lights
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Node without a volume usually means there is an entity with it's origin in the void. Although I can't see the usual leaked message that accompanies it and it shouldn't cause a crash to desktop, so maybe it's something else.
Sometimes if you try to delete entities they remain somehow without a model. To find them look in the entity list and search for entities without a model (that means they don't have a + next to it).
okay thanks :]
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My map is almost done now, i was dmaping it to check for leaks and i left for a while and when i came back i got this blue and gray box on my desctop.
since i dfont know what part in the text is neccesary im gonna put it all up here
so you can tell me whats wrong, i hope
DOOM 1.3.1.1304 win-x86 Jan 16 2007 15:36:51 3400 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT 1946158080 MB System Memory 128 MB Video Memory Winsock Initialized Found interface: {2CB524CD-6008-486D-B8AD-7614F75DC77A} SiS191 Ethernet Controller - 192.168.0.105/255.255.255.0 Sys_InitNetworking: adding loopback interface doom using MMX & SSE & SSE2 & SSE3 for SIMD processing enabled Flush-To-Zero mode enabled Denormals-Are-Zero mode ------ Initializing File System ------ Loaded pk4 D:\GAMES\Doom3\base\game00.pk4 with checksum 0xf07eb555 Loaded pk4 D:\GAMES\Doom3\base\game01.pk4 with checksum 0x51c6981f Loaded pk4 D:\GAMES\Doom3\base\game02.pk4 with checksum 0xf3ec6f7 Loaded pk4 D:\GAMES\Doom3\base\game03.pk4 with checksum 0x5d4230ea Loaded pk4 D:\GAMES\Doom3\base\pak000.pk4 with checksum 0x28d208f1 Loaded pk4 D:\GAMES\Doom3\base\pak001.pk4 with checksum 0x40244be0 Loaded pk4 D:\GAMES\Doom3\base\pak002.pk4 with checksum 0xc51ecdcd Loaded pk4 D:\GAMES\Doom3\base\pak003.pk4 with checksum 0xcd79d028 Loaded pk4 D:\GAMES\Doom3\base\pak004.pk4 with checksum 0x765e4f8b Loaded pk4 D:\GAMES\Doom3\base\pak005.pk4 with checksum 0x8ffc3621 Loaded pk4 D:\GAMES\Doom3\base\pak006.pk4 with checksum 0x95b65ab Loaded pk4 D:\GAMES\Doom3\base\pak007.pk4 with checksum 0x666bdb3c Loaded pk4 D:\GAMES\Doom3\base\pak008.pk4 with checksum 0x23ae5993 Loaded pk4 D:\GAMES\Doom3\saintlucia\darkmod.pk4 with checksum 0x7b9e8595 Loaded pk4 D:\GAMES\Doom3\saintlucia\game01-base.pk4 with checksum 0xce1c6ede Loaded pk4 D:\GAMES\Doom3\saintlucia\saintlucia.pk4 with checksum 0xeb443702 Current search path: D:\GAMES\Doom3/saintlucia D:\GAMES\Doom3\saintlucia\saintlucia.pk4 (9 files) D:\GAMES\Doom3\saintlucia\game01-base.pk4 (2 files) D:\GAMES\Doom3\saintlucia\darkmod.pk4 (2 files) D:\GAMES\Doom3/base D:\GAMES\Doom3\base\pak008.pk4 (3 files) D:\GAMES\Doom3\base\pak007.pk4 (38 files) D:\GAMES\Doom3\base\pak006.pk4 (48 files) D:\GAMES\Doom3\base\pak005.pk4 (63 files) D:\GAMES\Doom3\base\pak004.pk4 (5137 files) D:\GAMES\Doom3\base\pak003.pk4 (4676 files) D:\GAMES\Doom3\base\pak002.pk4 (6120 files) D:\GAMES\Doom3\base\pak001.pk4 (8972 files) D:\GAMES\Doom3\base\pak000.pk4 (2698 files) D:\GAMES\Doom3\base\game03.pk4 (2 files) D:\GAMES\Doom3\base\game02.pk4 (2 files) D:\GAMES\Doom3\base\game01.pk4 (2 files) D:\GAMES\Doom3\base\game00.pk4 (2 files) game DLL: 0x0 in pak: 0x0 Addon pk4s: file system initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- 5169 strings read from strings/english.lang Couldn't open journal files execing editor.cfg execing default.cfg execing DoomConfig.cfg couldn't exec autoexec.cfg 5169 strings read from strings/english.lang ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Initializing OpenGL subsystem ...registered window class ...registered fake window class ...initializing QGL ...calling LoadLibrary( 'opengl32' ): succeeded ...calling CDS: ok ...created window @ 0,0 (1152x864) Initializing OpenGL driver ...getting DC: succeeded ...PIXELFORMAT 2 selected ...creating GL context: succeeded ...making context current: succeeded ------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ sound: STEREO ...using GL_ARB_multitexture ...using GL_ARB_texture_env_combine ...using GL_ARB_texture_cube_map ...using GL_ARB_texture_env_dot3 ...using GL_ARB_texture_env_add ...using GL_ARB_texture_non_power_of_two ...using GL_ARB_texture_compression ...using GL_EXT_texture_compression_s3tc ...using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 ...using GL_1.4_texture_lod_bias X..GL_EXT_shared_texture_palette not found ...using GL_EXT_texture3D ...using GL_EXT_stencil_wrap X..GL_NV_register_combiners not found X..GL_EXT_stencil_two_side not found ...using GL_ATI_separate_stencil ...using GL_ATI_fragment_shader ...using GL_ARB_vertex_buffer_object ...using GL_ARB_vertex_program ...using GL_ARB_fragment_program X..EXT_depth_bounds_test not found ---------- R_NV20_Init ---------- Not available. ----------- R200_Init ----------- GL_NUM_FRAGMENT_REGISTERS_ATI: 6 GL_NUM_FRAGMENT_CONSTANTS_ATI: 8 GL_NUM_PASSES_ATI: 2 GL_NUM_INSTRUCTIONS_PER_PASS_ATI: 8 GL_NUM_INSTRUCTIONS_TOTAL_ATI: 16 GL_COLOR_ALPHA_PAIRING_ATI: 1 GL_NUM_LOOPBACK_COMPONENTS_ATI: 3 GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI : 3 FPROG_FAST_PATH --------------------- ---------- R_ARB2_Init ---------- Available. --------------------------------- ----- R_ReloadARBPrograms ----- glprogs/test.vfp glprogs/test.vfp glprogs/interaction.vfp glprogs/interaction.vfp glprogs/bumpyEnvironment.vfp glprogs/bumpyEnvironment.vfp glprogs/ambientLight.vfp glprogs/ambientLight.vfp glprogs/shadow.vp glprogs/R200_interaction.vp glprogs/nv20_bumpAndLight.vp glprogs/nv20_diffuseColor.vp glprogs/nv20_specularColor.vp glprogs/nv20_diffuseAndSpecularColor.vp glprogs/environment.vfp glprogs/environment.vfp glprogs/arbVP_glasswarp.txt: File not found glprogs/arbFP_glasswarp.txt: File not found ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem found DLL in pak file: D:\GAMES\Doom3\saintlucia\darkmod.pk4/gamex86.dll copy gamex86.dll to D:\GAMES\Doom3\saintlucia\gamex86.dll game using MMX & SSE & SSE2 & SSE3 for SIMD processing enabled Flush-To-Zero mode enabled Denormals-Are-Zero mode --------- Initializing Game ---------- gamename: The Dark Mod gamedate: Oct 18 2008 Initializing event system ...714 event definitions Initializing class hierarchy ...173 classes, 351288 bytes for event callbacks Initializing scripts Compiled 'monster_zombie_base::can_resurrect': 2624.2 ms ---------- Compile stats ---------- Memory usage: Strings: 38, 4560 bytes Statements: 20296, 405920 bytes Functions: 1152, 120108 bytes Variables: 76824 bytes Mem used: 1089552 bytes Static data: 2277552 bytes Allocated: 2792524 bytes Thread size: 7068 bytes ...9 aas types game initialized. -------------------------------------- Parsing material files -------- Initializing Session -------- WARNING: Couldn't load sound 'sound.wav' using default session initialized -------------------------------------- --- Common Initialization Complete --- ------------- Warnings --------------- during DOOM 3 initialization... WARNING: Couldn't load sound 'sound.wav' using default 1 warnings ]dmap tempname.map ---- dmap ---- --- LoadDMapFile --- loading maps/tempname WARNING: Couldn't load cube image: env/skyboxes/skybox_ocean/ocean glprogs/fresnel.vfp glprogs/fresnel.vfp WARNING: Couldn't load image: textures/darkmod/stone/brick/interlocking_angled_darkgrey glprogs/heatHaze.vfp glprogs/heatHaze.vfp glprogs/heatHazeWithMask.vfp glprogs/heatHazeWithMask.vfp 5895 total world brushes 518 total world triSurfs 619 patches 819 entities 33754 planes 111 areaportals size: 40,-6672, 1953 to 11641, 2242, 3555 ############### entity 0 ############### --- FaceBSP --- 34460 faces 218347 leafs 20.3 seconds faceBsp ----- MakeTreePortals ----- WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume WARNING: node without a volume ----- FilterBrushesIntoTree ----- 20 20 1152 864 Regenerated world, staticAllocCount = 0. --------- Game Map Shutdown ---------- -------------------------------------- Shutting down sound hardware idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...shutting down QGL ...unloading OpenGL DLL ------------ Game Shutdown ----------- --------- Game Map Shutdown ---------- -------------------------------------- Shutdown event system -------------------------------------- malloc failure for 65512
cuz i dont have any idea what happend :/
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okay i think i sent it to him :]
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i want to vote for cry of fear 2 T-T
but ill vote darkmod ofcourse :]
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I've got no problems with making you a beta mapper, as you seem to have endurance, unlike many others who have been showing up only to vansh again after a short time.
Please send New Horizon a PM and point him to this thread here, he will be able to set you up as Beta Mapper soon.
how do i pm New Horizon?
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Looks nice Theothesnopp. I like the brown/red interior and the way into that section, under the ground.
You've got my vote for betamapper status.
ty =)
Dark Mod Preview: Ingame Video
in The Dark Mod
Posted
when i heard that sound in the end (when he opened the door) i expected too see thoose creepy twins fom the shining
AWesOME MAP!
theres no other words for it and it still looks like it will render smooth as butter wow WOW dram if anyone would turn down a job offering fromyou the would be stupid !
really great i cant wait!