Bloodrose [WiP]

Gurluas

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I did change my mind, i want only the new model now.
 

The Man In Black

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Which is why I pointed out the whole "Bloodrose may be out before those new models are out so Squirrel won't put them in" thing.
 

The Man In Black

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Yes, there ARE always map revisions. Now shut up up bludgeons.
 

ITS'aME'aMARIO!!!!

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in the first page of this thread someone said something about r_speeds and such... what are those? so they need to be low to keep a map from being laggy... Is there any way to lower r_speeds in the current msc maps...

This may bother some people but I only play this game bc my computer sucks and yeah i can still build stats w/o being shot in the head is my reasoning.

oh well... i tried... i bet lowering r_speeds would affect the quality of the maps and that'll make you high-end pcs go "WTF LAME"....
 

Thothie

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There are ways to help the r_speeds in current maps with little or no asthetic impact, but in most cases it'd involve recompile, which means redistributing lots of megabytes of maps and everyone getting "your map dun match the server's" errors.

Was hoping to recompile several maps for the MSC 1.1 full distro, but tis a ways away.

There are a few thousand cvars and system settings you can tweak to squeeze more FPS out of your old system, but MS:C will always be one of your more resource intensive HL1 games. (Particularly if you are hosting.)
 

evilsquirrel

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perhaps some sort of..."update tool" which would allow people to just hit an update button to update thier client, maps, all that stuff...just an idea >_>
 

Thothie

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well one guy wanted to do a update tool before...
Never did finish it, sfaik.

Issue with update tool is, of course, you gotta download the update tool.

I might be able to add a menu option that goes to the beta-pack update page or some such... But it of course, would be added to the beta-pack, and if you've already downloaded it once....

I mean, first of each month, dun think I can make it any simpler than that. ;)
 

ITS'aME'aMARIO!!!!

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Iselore said:
well one guy wanted to do a update tool before...

And what happened to said "guy"?

Noone living knows...

Though it has been passed down as a rumor turned myth that this sad fellow met his end and lost his rear-end to the wrong-end of a Bludgeon.

passed down as song:
A man lived atop hill flowered...
raised bovine, hardly showered...
alone with cows, mind often wandered...
"one with bovine" he'd tell himself...

"we should have an updater tool!"...
as random a thought crossed his mind...
Bludgeon came and pillaged his behind...
 

Netrogor

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Umm.. okay where'd that come from Mario?? The ending parts were semi-funny and the start off was the only well made rhyming part, but okies :p
 

Gurluas

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Lol made me laff,
i started bloodrose btw... is my stuff still in?
i made some nice skellies for some areas...
 

evilsquirrel

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skeletons are still in the town, though they might get changed to envenomed skeletons...textures are the same, some buildings require light sources...

biggest problem right now is some compile errors : |
 

Gurluas

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what about my wildlife?
could you leave one of the shield skeletons in town?
 

Thothie

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biggest problem right now is some compile errors : |

Care to be more specific? I've managed to figure a few out that even Saint Tommy14 didn't mention over the years.

could you leave one of the shield skeletons in town?

monsters/skeleton_poison_guarder will get you poisonus shield basher thingie.
 

evilsquirrel

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alright, just "finished" a compile, here's the errors...


BuildFacelights:
Error:
for Face 238 (texture light_01) at
(1567.000 3200.000 -1536.000) (1567.000 3200.000 -1600.000) (1568.000 3200.000 -1600.000) (1568.000 3200.000 -1536.000)
Error: Bad surface extents (27 x 4)


:roll: texture looks normal to me, its on only 5 brush faces, all of which face downward and have different textures for the sides...there seems to be nothing wrong with them at all, but then you get this compile error :|
 

Thothie

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Sometimes you get false surface extents errors from having the texture data too low for the map. Try increasing -texdata to 8000 or so on all your ZHLT command lines.

If the texture is lit in your RAD list, it can also cause this error if it is only lit on one side. Recommend not using lit textures, and using direct lights instead (less resource intensive).

Also, try simply deleting the offending brush.

This thing show up in Hammer (ALT+P)? Cuz usually it catches those, when it isn't a flase report.
 

ITS'aME'aMARIO!!!!

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Thothie said:
There are ways to help the r_speeds in current maps with little or no asthetic impact, but in most cases it'd involve recompile, which means redistributing lots of megabytes of maps and everyone getting "your map dun match the server's" errors.

Was hoping to recompile several maps for the MSC 1.1 full distro, but tis a ways away.

There are a few thousand cvars and system settings you can tweak to squeeze more FPS out of your old system, but MS:C will always be one of your more resource intensive HL1 games. (Particularly if you are hosting.)

soooo Thoth old buddy wanna help me um... this?
 

Thothie

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Oh jeeze, I wrote a book on how to improve FPS with cvars back in the days when I plated TFC, but tis been so long since I effed with that I could hardly tell ya what to do now...

Some big ones I remember off hand:
Code:
r_mirroralpha 0 //turn off mirror alphas
r_traceglow 0 //occlude check monsters
r_decals 0 //don't track decals
r_dynamic 0 //disable some dynamic lighting
r_mmx 1 //force MMX optimizations
r_drawviewmodel 0 //hides weapon model (best if you use 3rd person)
r_detailtexture 0 //disables detail texts (but dun think any map uses em)
cl_giblife 0 //don't track gibs
cl_gibvelscale 4 //scale gibs (def 1)
cl_himodels 0 //lq models prob no effect in msc)
gl_alphamin 1 //don't blend alpha
gl_cull 1 //obey occluders
gl_dither 0 //dont dither
gl_keeptjunctions 0 //dont do fine calc on junctions
gl_lightholes 0 //dont do fine calc on lights
gl_max_size 64 //max texture size (256 is default)
gl_palette_tex 0 //ignore local texture palettes
gl_picmip 2 //scale textures (0 is default)
gl_playermip 2 //scale textures on models (0 is default)
gl_round_down 6 //round down texutrse, 3 is default)
gl_smoothmodels 0 //do not anti-alias models
gl_texturemode GL_NEAREST_MIPMAP_NEAREST //texture scaling mode
//(this is fastet, highest quality is: GL_LINEAR_MIPMAP_LINEAR)
gl_texsort 0 //disable texture sorting
gl_wateramp 0 //do not render water waves
gl_ztrick 1 //speeds up some older graphics cards

I think gl_picmip and gl_playermip can actually go all the way up to 4, but it may look real bad.

There's a bunch of others, but tis what I recall off hand...

There's also these MSC specific ones:
Code:
ms_reflect 0 //disable reflections
ms_hidehud 1 //remove ms hud (wont see red guy - or health)

You'd have to add that all to your autoexec.cfg or userconfig.cfg, and exec autoexec.cfg once to make sure they are activated in game on next load.
 

evilsquirrel

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started working on this a bit again...

small houses now have lights, env shake works properly, minor bugs fixed...

should still compile, but haven't tested yet - haven't done anything iffy though...

anyways, what i'll be doing next is using the tree method i saw in island1 to make the entrance from thornlands (looked pretty good there, but i'll try to improve upon it a bit...)...i'll then be finishing off the apprentices dungeon and *maybe* his pets dungeon...wow things can go fast when you dont have to worry about monsters going places and spawning in waves..
 
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