emp_atomic, also chris0132's fabulous blog.

Discussion in 'Mapping' started by Chris0132', Jan 31, 2011.

Thread Status:
Not open for further replies.
  1. Demented

    Demented Member

    Messages:
    2,337
    Likes Received:
    0
    Trophy Points:
    0
    Eh, only about 1 AM in the US West coast (PDT).
    The manifest uses antlion_blood.pcf and vortigaunt_fx.pcf, neither of which actually have their particles used in-game. You could probably rename the .pcf to one of those and throw in some dummy particles with the same names.

    ...At least until a dev does the proper thing and puts 'map_custom1.pcf' into the resource manifest.
     
  2. Chris0132'

    Chris0132' Developer

    Messages:
    9,482
    Likes Received:
    0
    Trophy Points:
    0
    Hmm that's an idea.

    I'll do that if I can't annoy trickster into solving my problem for me.
     
  3. Metal Smith

    Metal Smith Member

    Messages:
    4,520
    Likes Received:
    3
    Trophy Points:
    0
    so that is confirmed? :P

    It's odd that the custom soundscapes works fine but the particle manifests are messed up :/
     
  4. Chris0132'

    Chris0132' Developer

    Messages:
    9,482
    Likes Received:
    0
    Trophy Points:
    0
    Well custom soundscapes have been around a lot longer than custom manifests.

    Ok the map is done, I tested it with a few folks and the installer works fine, I still need to test the download from server option however, and the map is 90mb so it's going to require a server with an FTP mirror I think.
     
  5. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    <insertzynicalremarkaboutomgdownloadtimeshere> ^^
     
  6. Varbles

    Varbles Simply Maptastic. Staff Member

    Messages:
    2,093
    Likes Received:
    26
    Trophy Points:
    0
    there shouldnt be any problem with including particles
     
  7. Trickster

    Trickster Retired Developer

    Messages:
    16,576
    Likes Received:
    46
    Trophy Points:
    0
    All decent servers use a separate fastdownload connection for map download, and we can even compress it considerably.
     
  8. -Mayama-

    -Mayama- MANLY MAN BITCH

    Messages:
    6,487
    Likes Received:
    0
    Trophy Points:
    0
    I think the rooms would benefit from a lightmap with a higher resolution if the compiler can handle it.
     
  9. Metal Smith

    Metal Smith Member

    Messages:
    4,520
    Likes Received:
    3
    Trophy Points:
    0
    Depending on how large the map is and how much is rendered at once, we'd receive the engine hunk overflow pretty quick. Most empires maps won't work with a lightmap scale smaller than 32 simply because of the size.
     
  10. Empty

    Empty Member

    Messages:
    14,912
    Likes Received:
    11
    Trophy Points:
    0
    The map is about a quarter of maxsize in source, and it seems to be pretty well optimised, there's a few points where you can see a large portion of the map, but mainly it's fairly good.
     
  11. Trickster

    Trickster Retired Developer

    Messages:
    16,576
    Likes Received:
    46
    Trophy Points:
    0
    chrissoawesome
     
  12. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

    Messages:
    9,509
    Likes Received:
    111
    Trophy Points:
    0
    Stated it a few weeks ago already.
     
  13. FN198

    FN198 Member

    Messages:
    2,434
    Likes Received:
    0
    Trophy Points:
    0
    sooooooooooooooooooo whats the release date? I'm sure you have a better idea now that its pretty much finished.
     
  14. Chris0132'

    Chris0132' Developer

    Messages:
    9,482
    Likes Received:
    0
    Trophy Points:
    0
    Just finished the first test and it went OK, there are a few annoying bugs such as if you walk into someone on a moving lift, it kills you, presumably because softpush is badly coded and intersects you with the lift geometry, so I am going to have to find some way of making lifts kill people who block them but not do damage otherwise.

    The stuff I was actually worried about though went fine, I'll see what I can do about the bugs and then release it properly.
     
  15. Brutos

    Brutos Administrator Staff Member Moderator

    Messages:
    3,385
    Likes Received:
    0
    Trophy Points:
    0
    Map particle manifests are already ingame. I'm pretty sure of that I imported the code from the latest sdk into emp myself.
     
  16. Chris0132'

    Chris0132' Developer

    Messages:
    9,482
    Likes Received:
    0
    Trophy Points:
    0
    And I recall either you or someone else telling me that, but I followed the instructions on the valve wiki, but it doesn't work.
     
  17. Varbles

    Varbles Simply Maptastic. Staff Member

    Messages:
    2,093
    Likes Received:
    26
    Trophy Points:
    0
  18. Chris0132'

    Chris0132' Developer

    Messages:
    9,482
    Likes Received:
    0
    Trophy Points:
    0
    Ahh now see that's using different names than the valve wiki. Valve wiki says to call it <mapname>_manifest.txt. That says particles_<mapname>.txt

    Fortunately however this is an easy thing to correct, I just have to change the names.

    Cheers.
     
  19. 0yv47

    0yv47 Member

    Messages:
    240
    Likes Received:
    0
    Trophy Points:
    0
    make map official when next update comes along... :3
     
  20. Metal Smith

    Metal Smith Member

    Messages:
    4,520
    Likes Received:
    3
    Trophy Points:
    0
    It looks beautiful. How does it play though?
     
Thread Status:
Not open for further replies.

Share This Page