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Postby TheDoctor » Wed Jan 19, 2011 5:57 pm

The bots don't move in the last version (10-Dec-2010) of dm_deadwood.
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Postby MsH » Wed Jan 19, 2011 6:39 pm

Yeah, they don't. I'll try fix it when I have time for it.
Mapping is stopped for a while.. Or maybe forever.. Dunno have I interest for it.
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Postby TheDoctor » Sun Jan 23, 2011 2:49 pm

MsH wrote:Yeah, they don't. I'll try fix it when I have time for it.
I was able to get the bots running around by recompiling the .aas file from your .bsp:
Code: Select all
bspc -aasopt -forcesidesvisible -optimize -bsp2aas dm_Deadwood.bsp

Here's the updated package.

This leaves the far-clipping bugs to be solved. If there's a chance, you continue your work, please take your time. However, if you get to the conclusion you won't fix your map, please consider sharing the map sources with this community and allow us to finalize your work. I really like your map and it would be a shame if it wasn't used.
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Postby MsH » Sat Jan 29, 2011 3:45 pm

Is there anyone who want continue this?
If is, PM me. I'll give .map files.
(I just made br mode)

Map needs fixing, fps increasing, moneys for dm and br etc.
I'm really bored.. :/
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Postby LuckyGenDago » Sat Jan 29, 2011 7:42 pm

and this one man its looks great
[IngameName] mS.Dago
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Postby MsH » Mon Aug 22, 2011 10:59 pm

Another version of my Deadwood.. Maybe the final.

http://www.megaupload.com/?d=W92F9XF3

What's new:

- Different skys in BR and DM mode
- New building and door textures
- New graves, lol
- Credit poster at stable
- Furniture
- Something

Ah, I forgot to make cool piano in saloon :| Sad :D

Thanks for Donut, you did nice job with this :)
Thanks for Doctor about his help. You did too nice work!
Thanks for biondo, I love your door textures.
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Postby Biondo » Sat Aug 27, 2011 5:35 pm

Nice redesign. I particularly like the new skyline.
And, thanks for credits!
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Re: My the first SG map

Postby MsH » Mon Nov 24, 2014 1:26 am

Hola amigos!

I finally had the right mood for an update.

Sadly I can't compile it properly, while it crashes on "MapRawLightmap" compile.
(q3map2.exe stopped working)

However when I run the map the game crashes to the menu with the error
RB_CheckOverflow: verts > MAX [1282 > 1000]


Also there is a bug with the barrels. The sides are invincible. (In editor it looks normal..)


Anyway the update includes some texture bug fixes and BOXES.
Now there is more cover for your ass. :twisted: And I decided to make some easy-access stuff for the rooftop gameplay...

Oh yeah and the piano that I forgot from the previvous versions!

I hope I get answers for my problems, thanks
(There is also an opinion that someone else compiles these dm and br files)
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Re: My the first SG map

Postby Tequila » Mon Nov 24, 2014 11:49 am

Hey MsH,

good to see you around ;)

I can't really answer you. But I can point you to some wiki page... Thanks to barto, your map has a dedicated wiki page: Deadwood by MsH

You're totally free to edit that page, free to update some information like licensing, maps & techs details... Look at what barto published for MachoBastard maps. You just need to log in with your forum account and learn a little about wiki syntax. Eventually, you can just tell about your map here, publish link, etc and we will update the wiki page.

About someone else compiling the files, would you publish your sources and give details on how you are trying to compile them yourself ?

:twisted:

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Re: My the first SG map

Postby MsH » Mon Nov 24, 2014 2:45 pm

Tequila wrote:About someone else compiling the files, would you publish your sources and give details on how you are trying to compile them yourself ?


I used Q3map2 toolz: BSP Vis Light -patchshadows -super2

I also tried the settings that Pardner used in his videotutorial:
BSP normal
VIS normal
Light fast
BSPC optimized
smokinguns devmap)

Both crashes at MapRawLightmap 1...2...3...4...5...
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Re: My the first SG map

Postby Tequila » Mon Nov 24, 2014 2:53 pm

Thank you MsH to have updated Deadwood by MsH

I just attached the sources you asked me to upload on the wiki and the wiki page is updated.

Thank you so much for your contribution ;)

Anyone to help MsH for the compilation ?

:twisted:

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Re: My the first SG map

Postby TheDoctor » Mon Nov 24, 2014 8:36 pm

Tequila wrote:Anyone to help MsH for the compilation ?

I'll try to dl and compile the SG's q3map2 to check whether I get any further.
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Re: My the first SG map

Postby TheDoctor » Mon Nov 24, 2014 9:10 pm

I ran into the problem of scons unable to find /usr/lib/libjpeg.so:
GtkRadiant wrote:> scons target=q3map2
scons: Reading SConscript files ...
reading saved configuration from site.conf
saving updated configuration
emit build rules
emit configuration: config: target=['q3map2'] config=['release']
parse /home/user/SG/tools/GtkRadiant/tools/quake3/common/quake3-common.vcproj
10 source files
parse /home/user/SG/tools/GtkRadiant/libs/mathlib/mathlib.vcproj
4 source files
parse /home/user/SG/tools/GtkRadiant/libs/l_net/l_net.vcproj
2 source files
parse /home/user/SG/tools/GtkRadiant/libs/ddslib/ddslib.vcproj
1 source files
parse /home/user/SG/tools/GtkRadiant/libs/picomodel/picomodel.vcproj
22 source files
parse /home/user/SG/tools/GtkRadiant/libs/md5lib/md5lib.vcproj
2 source files
parse /home/user/SG/tools/GtkRadiant/tools/quake3/q3map2/q3map2.vcproj
38 source files
parse /home/user/SG/tools/GtkRadiant/tools/quake3/common/quake3-common.vcproj
10 source files
parse /home/user/SG/tools/GtkRadiant/libs/mathlib/mathlib.vcproj
4 source files
parse /home/user/SG/tools/GtkRadiant/libs/l_net/l_net.vcproj
2 source files
parse /home/user/SG/tools/GtkRadiant/libs/ddslib/ddslib.vcproj
1 source files
parse /home/user/SG/tools/GtkRadiant/libs/picomodel/picomodel.vcproj
22 source files
parse /home/user/SG/tools/GtkRadiant/libs/md5lib/md5lib.vcproj
2 source files
parse /home/user/SG/tools/GtkRadiant/tools/urt/tools/quake3/q3map2/q3map2_urt.vcproj
38 source files
scons: done reading SConscript files.
scons: Building targets ...
scons: `install/q3map2' is up to date.
scons: `install/q3map2_urt' is up to date.
FinishBuild(["finish"], [])
Lookup and bundle the PNG and JPEG libraries
ldd: install/modules/image.so: file or directory not found

libjpeg
scons: *** [finish] IndexError : list index out of range
Traceback (most recent call last):
File "/usr/lib/python2.7/site-packages/SCons/Action.py", line 1062, in execute
result = self.execfunction(target=target, source=rsources, env=env)
File "/home/user/SG/tools/GtkRadiant/config.py", line 385, in FinishBuild
jpeg_path = find_library( module_ldd, 'libjpeg' )
File "/home/user/SG/tools/GtkRadiant/config.py", line 382, in find_library
match = filter( lambda l : l.find( libname ) != -1, output.split( '\n' ) )[0]
IndexError: list index out of range
scons: building terminated because of errors.

Seems that install/modules/image.so is required for locating the libraries, but install/modules/image.so isn't there. Any thoughts?

Update: I copied an old version of to install/modules/. That did the trick. I assume, my mistake was to try to build q3map2 without compiling radiant first.
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Re: My the first SG map

Postby TheDoctor » Mon Nov 24, 2014 9:54 pm

MsH wrote:However when I run the map the game crashes with the error
RB_CheckOverflow: verts > MAX [1282 > 1000]

The solution is to add -meta to q3map2's parameters. According to Q3Map2's wiki, "always use -meta and -v".

To compile the map, my complete comand lines were:
[quote=TheDoctor]
../../tools/GtkRadiant/install/q3map2 -threads 2 -game smokinguns -fs_game smokinguns -custinfoparms -meta -v -fs_basepath "/usr/share/games/smokinguns" "/home/user/SG/maps/dm_deadwood/maps/dm_deadwood.map"
../../tools/GtkRadiant/install/q3map2 -threads 2 -game smokinguns -fs_game smokinguns -vis -hint -saveprt -fs_basepath "/usr/share/games/smokinguns" "/home/user/SG/maps/dm_deadwood/maps/dm_deadwood.bsp"
../../tools/GtkRadiant/install/q3map2 -threads 2 -game sg -fs_game smokinguns -light -patchshadows -samples 2 -fs_basepath "/usr/share/games/smokinguns" "/home/user/SG/maps/dm_deadwood/maps/dm_deadwood.bsp"
[/quote]


I've noticed, that the barrels still missing their bodies. Only the top and bottom faces are visible. Maybe you need to redo their model. Also, it needs to be seen, whether money on roofs is a good idea. Usually, you place money, where people would not go otherwise. Think twice before rewarding camping.
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Re: My the first SG map

Postby MsH » Mon Nov 24, 2014 11:54 pm

TheDoctor wrote:I've noticed, that the barrels still missing their bodies. Only the top and bottom faces are visible. Maybe you need to redo their model.


I didn't modify barrels from the previvous version of deadwood. How did they work then?
Anyway I'll try to make new ones. They were a bit fat anyway :D

TheDoctor wrote: Also, it needs to be seen, whether money on roofs is a good idea. Usually, you place money, where people would not go otherwise. Think twice before rewarding camping.


Thanks for your feedback. I'll try to plan moneyplacing different.
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