Hey Biglines, I had it up on my FTP but never pushed to SVN.
I'll upload the map to svn + source today.
cheers.
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Hey Biglines, I had it up on my FTP but never pushed to SVN.
I'll upload the map to svn + source today.
cheers.
tnx, how many players does the map support? (so I know what player number to restrict the server to)Quote:
Originally Posted by Rambus
I'll post here also when I've added it to the server
I'm in :) I love nc and i think this project is a great way to try to revive it. I can help you with coding.
I think we should try to coordinate our developments efforts in an own forum and perhaps meet once in a while on a voice server to discuss things. Screenies and updates about how far we got should still be postet here for the lazy folks who don't want to check five and a half forums a day.
Greetz
r2
its not up, is the ftp publicly available?Quote:
Originally Posted by Rambus
and welcome r2d22k, it's good to finally have a programmer
Sorry IRL stole me away last night.
I have uploaded the map + source.
I *believe* this version of the map has all the assets compiled in but I'm unable to test it right now. I've included the asset folders incase thats not the case.
The models are in the map, and it runs well, but there is a lot of textures missing (I copied the materials folder to both hl2mp folder and the maps folder):
http://www.biglines.nl/ncmod/dm_subway0000.jpg
http://www.biglines.nl/ncmod/dm_subway0001.jpg
http://www.biglines.nl/ncmod/dm_subway0002.jpg
http://www.biglines.nl/ncmod/dm_subway0003.jpg
I can confirm the textures do work- they must have got stomped out when I added the props?
I'll try to fix up the resources soon, but the whole resource thing confuses me :P
it didn't make a difference when I added the materials folder (tried it first without), so those materials have been added, just not those you use on the wall. Also, I just realized the source engine doesn't include HL2: deathmatch, meaning we either have to use all custom textures, or people will need both hl2: dm and a source game.Quote:
Originally Posted by Rambus
needing 2 games is bad. I'm proposing again to keep the mod at the hl2:dm level, which means people only need a 5 euro game to play our mod, plus we can actually use those assets. It's either that or totally redo pretty much everything in the game, including all textures, guns, player models, world models etc. etc.
Version of the map, with the same textures, have been tested on other computers on HL2 DM.
If you simply reexport the map and try running it the textures will be there.
I think they were stamped out or corrupted (the hl2 ones) when I embedded the props in the map file. Because versions of the map with out the props embedded had working textures.
Also I hear HL2DM is free with almost any graphics card UPC.
uhm, haven't seen that anywhere, I know none of my gfx cards or laptops came with hl2dmQuote:
Originally Posted by Rambus
I'll try running the map then
I don't know why Rambus' map would lose textures like that, but it may be as simple as compiling the map again as he suggested. I use Pakrat to embed the assets directly into the *.bsp file, to eliminate that problem.
As far as I know, the HL2: DM assets are included in the OB mod that I created. As I am running it on my PC separate from any official Steam game to test out my map, I have had 0 problems with missing textures. I don't think Valve recompiled HL2: DM on the orange box source code (and potentially adding new assets), so there shouldn't be any assets missing when running his map with regular HL2: DM. I do know that I have tried to port my work backwards to HL2: DM and it will not work because Valve redid some work in OB that changd the way the maps compile. I don't know what changed, but I removed ALL OB material and assets from my map, and it still did not work. Even opened the map in Hammer (configured for HL2: DM) and recompiled and it still didn't work. So, porting my work backwards will be as difficult as rebuilding the entire thing. Whereas, Rambus only needs to open his work in Hammer configured for NC: S, and recompile.
Good luck getting it to work, as I am confounded to why his textures dropped out of his *.bsp.
EDIT:: I don't know what wall texture was used, but if Rambus used any of my textures, they will not display because they are compiled with the ep1 version of vtex (OB version).
your version works because the mod on the svn actually mounts the hl2dm content (should be in some of the mod files), but if you don't have it installed it won't work.Quote:
Originally Posted by Whitestuff
from the gameinfo.txt on the svn:
Quote:
//Orange box sdk allows an extra appid to be defined here to mount additional content. 320 is HL2MP
AdditionalContentId 320
It worked on my clean external computer prior to manually embedding content (I had some trouble with pakrat).
(In this instance I had manually added the custom content folders, i.e. your props).
I see now that the map, as supplied to you, with the media embedded does drop some textures.
I'll get this fixed up asap :)
EDIT:
For Nvidia users:
http://www.steampowered.com/nvidia/
For ATI users:
http://www.steampowered.com/ati_offer1a/
So basically everyone has free Hl2DM.
not people with intel onboard gfx cards! :P
j/k, I didn't know about that offer, a second account with hl2:source now :D
The weirdest part is that HL2DM is one of the top selling games < $5.
I guess a lot of people have intel cards :)