kodan50 on 16/6/2007 at 23:47
Quote Posted by Hemebond
Yes, I know. Even so, the BSP process will usually have split the map in a similar manner anyway, depending on the complexity of the map.But even so, System Shock maps just aren't complex enough to cause such a dramatic drop in framerate (though I didn't notice it myself, probably because I could only see a few metres ahead).
After I did some of my updating, and realizing that I hadent played HL1 SP in a long time, it looks like the frame rates are normal between the kinds of maps, I.E. with the latest build, it looks like it should run fine, but with my only PC to test it on, I have no idea on the type of systems that it would work well with.
Quote Posted by Hemebond
The same alpha-channel issue you mentioned earlier.
Just making sure we are on the same track, is all. I will work on it tonight, and hope to fix it, finally!!...
kodan50 on 17/6/2007 at 05:10
Here ya go, you OpenGL loving freak (Get out of my thread and never return) .. Just kidding...
(
http://anyon.no-ip.org/Half-shock/HL1/Half-Shock%2005-16-2007.zip)
You will notice the addition of HShock.wad included with the release, I am working on having all textures directly in this WAD, but am too lazy to complete that tonight, I have work to do, remember. I finally completed the OpenGL Alpha map issue by manually editing the texture's pallet to MAKE it work (I LOVE notepad!), so this is the next revision, out a little early :)
Release notes:
OpenGL is working properly, if this is what you call "proper"...
Lighting work, not like it's any better...
various minor "Thinks you won't notice unless I tell you" fixes.
Hemebond on 17/6/2007 at 06:40
Everything looks to be working fine. Well done.
kodan50 on 17/6/2007 at 15:25
Thanks. I guess I should thank you for complaining about the OpenGL, otherwise I never would have fixed it. Do you have any other suggestions while were on the topic? I can't make the level any more simple, as of now, this is just how I map.
Hemebond on 18/6/2007 at 06:42
Quote Posted by kodan50
Do you have any other suggestions while were on the topic? I can't make the level any more simple, as of now, this is just how I map.
I can't really comment on the technical details without opening it in GtkRadiant as Half Life doesn't seem to have any console commands to help editing (FAIL!). All the geometry seems to be in place so I guess your next step is to get all the doors in place. You could probably also use brushes for some of the entities (charger, nodes).
Minion21g on 18/6/2007 at 14:50
I used to map alot of HL1, the blue usually occurs when you have the wall's type not set correctly. Make sure rendermode is set to solid. It can be that theres a leak too thus causing an incorrect rendering.
kodan50 on 18/6/2007 at 15:35
Quote Posted by Hemebond
I can't really comment on the technical details without opening it in GtkRadiant as Half Life doesn't seem to have any console commands to help editing (FAIL!). All the geometry seems to be in place so I guess your next step is to get all the doors in place. You could probably also use brushes for some of the entities (charger, nodes).
Well, it is obvious that Gtkradient isn't going to open it right. I will look into that when my map is complete. In the mean time, I will research what exactly that error means, GTKRadiant removes all the walls, yet keeps the entities and lights.
Yeah, doors and such are the next step, once the geometry structure is complete. I'm not sure what you mean by brushes for entities. I use polys, cause the editor uses them by default, aren't they one in the same, polys and brushes?
Quote Posted by icemann
Getting the lazer barriers and bridges done would be my request. For the sake of completion.
Also a question. As your not planning (going by previous answers) on doing models and AI`s or the gui, once medical is done will you move onto the next level?
For the comment, I think all the laser ones are done as of now, just flip the switches and they come out. I have not run into any other laser devices yet. If I am missing something amongst the completed items, definitely let me know where, so I can fix it!
For the question, I Don't know as of yet, I will not worry about that until I reach the end of the mapping for level 1. By then I will decide what the next step in development is. I still have plenty of room left before I need to come to that.
Quote Posted by Minion21g
I used to map alot of HL1, the blue usually occurs when you have the wall's type not set correctly. Make sure rendermode is set to solid. It can be that theres a leak too thus causing an incorrect rendering.
Are you referring to the blue floors on one of the releases? This was intentional, this is before I made the blue texture, long before I found all the textures, I did this to have a floor connected, and I made it blue just to see what it would look like, I have fixed it, or pretty sure I fixed it.
Thank you all for your continued support on my project!
Hemebond on 19/6/2007 at 07:47
Quote Posted by kodan50
Well, it is obvious that Gtkradient isn't going to open it right. I will look into that when my map is complete. In the mean time, I will research what exactly that error means, GTKRadiant removes all the walls, yet keeps the entities and lights.
I don't think there's anything you can do. The map format is standard, GTKRadiant is having a fit over the missing wad I think. And GTKRadiant dies a horrible violent death when I try to make a "custom hl modification" to get it to load the hshock.wad. I'm looking around but I don't think there's anything I can do to get it working.
UpdateI've spoken to one of the GtkRadiant developers. Turns out it's the floating-point values Quark inserts breaks compatibility with all other editors (the floats are ignored/truncated by compilers apparently). I've found (
http://user.tninet.se/~xir870k/readmecnv.txt) a converter. Testing now.
You can also (
http://quark.planetquake.gamespy.com/infobase/maped.formats.html) disable floating point values.
kodan50 on 20/7/2007 at 05:05
I got an awesome promotion from my job! I get to work in another department, I get to learn more about my job, I still get to do all the work I did before, but with even more responsibility, and I stil get paid the same! (Stupid job ..)
(
anyon.no-ip.org/Half-Shock/HL1/Half-Shock 07-19-2007.zip)
*Update to geometry
I would have brought you a better release today, but last night we had a power flicker, which caused me to lose a little bit of work (it was a storm outside), so I couldn't map at all last night, cause of the random power outages. Also, a power surge before caused hard drive problems with my server. I got it "up and running", so get the update while it works!!
kodan50 on 21/7/2007 at 04:56
Good question Icemann! I will certainly keep you posted :p
I hope you all got the map before my server crash! (again) I replaced the hard drive with my (was going to be the new xbox hard drive) new one I just bought, so for now, once I get the server running, it will be stable. That will need to wait for some time, maybe tonight, if the blasted thing cooperates.
With that said, I am nearly complete with the level 1 geometery (okay, like 68%) and phew, HL1 is taking a likin, I had a hole, and OpenGL mode crashed HL. I guess there was too much, software mode handled it perfectly thou :p I patched the hole and am well on my way. At work, I have been trying to make the animated textures to use with the level, as you've seen, I got a couple going, but not complete. I was also very concerned on how I will do the repulsion lifts that can switch. I think for now, I will keep it as-is, for the best compatibility, and make the textures ready to go if I figure something out.
Also, I used a custom background when you activate the Half Shock add-on from the menu. Did anyone get to see this working right? I also was paying special attention to the lazer bridges as well, and got them perfect with each other, I don't think that was in my last release, that was like 2 months ago :p
Also, during some beta testing, I have descovered that the skybox isn't working on one of my HL versions, but is on another. Can I get some results from users about the skybox? I need to know what is working and what isn't...