i just recompiled it, packed it, but can't upload it to the svn
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i just recompiled it, packed it, but can't upload it to the svn
Ooops thats probably because you need svn login details ;)
I'll generate an account for you and PM you now.'
EDIT:
Thanks for doing that, I've been bogged down forever it seems and I was excited to have people check out the map.
But the editor did not exist in the first version of Source. Now it's *easier* to make the look that you want.Quote:
Originally Posted by Biglines
@Rambus: thx mate
@Whitestuff: yeah that's true and there also are some "extra" features in the ob engine but nothing that is even worth mentioning
i created a new folder for the compiled hl2:dm maps in the svn cause i think we will need to recompile them once we got our stuff finished so i thought it may be best if we keep that stuff seperate
you can get dm_subway here just extract it to your ..\steam\steamapps\youremail@yourprovider.xyz\half-life 2 deathmatch\hl2mp folder, it will ask you whether you want to integrate some folders into others (at least if you are running win 7), just accept that (as long as you don't have another map installed called dm_subway)
with packing is actually meant that all the used assets are included in the bsp, so people can download the map from the server ;)Quote:
Originally Posted by r2d22k
fixed it, i recompiled it again and now all the assets are included, so people only need the .bsp file and they can retrieve it now directly from the server or still get it here. now you only need to extract the contents of the .rar file into your ..\steam\steamapps\youremail@yourprovider.xyz\half-life 2 deathmatch\hl2mp\maps folder and he shouldn't complain about anything anymore
One of the players found a bug in the corner of the subway platforms, in the corner at the plants/chairs, if crouched and taking cover there, people get stuck
damn that valve dev wiki is kinda confusing. i tried to dig myself through it to find out what the differences between the ep1 and the orangebox branches are and it turned out that there definitely are some differences. you can have a look at it here and it's true, the particle system changed, from an coder driven particle system to a more artist driven particle system. but i don't think we really need an artist driven particle system, we can handle the stuff we need to handle somewhere in the code (and probably have to)
using the orangebox particle system would be easier, for sure, but if we use the orangebox engine branch then people would have to own one of the orangebox driven games. i personally don't like the idea of forcing the people to buy an orangebox driven game
the only feature which is quite interesting in the orangebox sdk (at least from a coders point of view) is the point valve called "Threading" in the aforementioned article on the orangebox engine branch. to sum it up (roughly, unprecise and dirty): orangebox based mods/games profit from multicore environments while ep1 based games don't. i don't think that we might run into performance troubles at least not during the early phases of development
But now for the question i wanted to ask: should we stick to the old Source Engine Branch or shall we move to the new one? That's something we should decide now, cause if we start with the Orangebox Engine it will be hard to move back to the Episode one Engine, especially when we make heavy use of the OB features which we should if we use that branch. Starting with the Episode one branch and later moving on to the OB branch would be possible and not too hard, cause valve did quite a good job, but that would definitely upset the community even more than saying right away from the start that only hl2dm is needed.
So what do you think?
I've always prefered ep1, since then people can play our game for free (hl2dm is free), which should double or even triple the amount of people who will give it a try
Hasn't Whitestuff done a lot of work already with the orange box when he started everything off before anyone joined him?
I understand what some of you are saying about greater distribution but don't you think he deserves a bit more respect for the time he's put in using the orange box features? Not to mention inviting people to join him in what was originally his project.
What would he really have to do to port to hl2dm?
As I understand it only his particle effects are orange box.
EDIT:@biglines, thanks for the bug report- I noticed a few things I didn't like too. I'll revise the map but I'm not sure if the combined changes will warrant a new version?
We are working together as a team, so we decide together if White has a good reason to say that we should stick to OB then we will stick to it, but as far as i can tell (please correct me if i'm wrong) he didn't do much coding related stuff. white mainly worked on the maps and porting the maps from OB to Episode 1 is just a matter of recompiling them (sometimes not even that has to be done). As far as i can tell, the nc related models whitestuff used are just plain static props, he hasn't wrapped an entity class around them so you don't even notice a difference between them being used in ep1 oder OB. the only thing that would be missing is the bubbleeffect in the genrep, but since (afaik) he just placed the genrep as a static prop, we would have to redo the effect partially and integrate it into the genrep entity, so no one ever needs to manually add a particle effect to genreps again
if most people would say: hell yes, we want as nice looking particle effects as possible and we would even buy tf2, portal, or another ob game for that, then we surely will move to the OB
But as i said i don't think the graphics will look that much better with the OB engine branch
this decision is (at least i think so) a decision the community has to make cause: what is an advanced particle system useful for if no one plays that game cause they have to buy an OB game?
I think whitestuff tried recompiling it to Ep1, but it didn't work at the time.
All the models were made by me and can be used in both ep1 and OB, they were used just the same in the hl2dm map.
Why we agreed on orange box is because at the time whitestuff knew most about it, and I don't know anything about mapping.
if it is impossible to port the plaza1 map back to ep1, then I'd say we go for ob, but if we can, ep1 engine would be preferable for this mod in order to get people to actually play it.
All I'm saying is just my vote.
But I'd like to hear from whitestuff, he's the one that's invested in OB.
As for not respecting whitestuff, I respect him very much, and I think he's done great work. The moment it became a community project however, none of the decisions were made by one person anymore.
If the map cannot be ported to ep1, then that's a valid reason, but that doesn't mean suggesting to use the ep1 engine because there's a whole lot of advantages to it is somehow disrespectful of Whitestuff. At this point we actually have to make the decision because work will start on the things that depend on it, so this is the point where it is important to make the final decision, the decision can be made based on whether or not the map can be used or not, but if what r2d2 is true, then it shouldn't be a problem, and the OB version only has a few items that are better than ep1, while ep1 has the tremendous advantage of actually be free for most people at this point, while a orange box game is at least 15 euros, which is a lot to pay for a community made game
So to conclude: If the map can be ported to ep1 with not too much effort, I'd prefer to use ep1. If the map cannot be ported, I think we should stick with OB
unless they're big changes, I'd say hold off until we have some more content, the current one is fun to mess about with, and it showcases some of our stuff, I don't think people will keep playing hl2dm on that map for long unless we add our cooler gameplay ;)Quote:
Originally Posted by Rambus
I agree, if it's possible to export it then cool, but I too have been under the impression that it wasn't possible or would require too much reworking.
I'm well aware that it is now a shared project and plenty of other people have put a lot of work in also. I was simply asking that the person who had the grace to allow it to be a community project have his work taken into account as at the time that did not seem the case.
I also felt it showed a slight lack of respect to keep posting about using a different engine when it had been said a few times that it would cause work to be thrown away.
If it's possible to export, thats great but at least talk to Whitestuff about it and talk him through it.
Anyway, I'm not looking to make enemies or go on a crusade in someone elses name, indeed Whitestuff is probably non too inmpressed about me going off on one like this. Appol's for any offence caused to anyone involved with the project.