The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.

[TF2] Comic #4 Out Now!

12357101

Posts

  • xzzyxzzy Registered User regular
    An hour to compile a map? What kind of toaster computer are you running?

    Even on my old system I could build stoneyridge in about 20 minutes, both hdr and ldr.

  • UEAKCrashUEAKCrash heh Registered User regular
    edited March 2014
    I use vbct with all the fancy texture shadowing and all that turned on. Gotta make them dev textures look nice.

    Not to mention I tend to multi task doing other intensive stuff.

    The last compile took 50 minutes or so.

    UEAKCrash on
  • xzzyxzzy Registered User regular
    I run those options too so my conclusion is you're just bad at computers. All three of the maps I've put effort into.. crater, trainwreck, and demobowl each builds in under 3 minutes with all the fancy doodads turned on.


    I turn down my lightmap scaling though, 16 is higher than is strictly necessary. I tend to select all and set everything to 64 and adjust where I need more detail from there. Speeds up the build pretty good and keeps the map size down as well.


  • UEAKCrashUEAKCrash heh Registered User regular
    I generally start at 32 and go from there, so maybe I could optimize that better.

    But for the record glassworks takes about 15 minutes and wubwubwub about 20. Granted the latter doesn't even use HDR lighting. It has a lot of lighting variables though, so it still ended up fat.

    I actually pushed past how many lighting styles I could have on a few brushes and had to scale back a bit.

  • UEAKCrashUEAKCrash heh Registered User regular
    So apparently TSL was set to 16 or lower, so I did a quick 32 over everything and then 16 over areas I wanted more detailed, and 8 on the raised center point because I liked dem shadows.

  • xzzyxzzy Registered User regular
    Should save a few megs if nothing else. Reading up I'm not convinced a bigger lightmap scale will save on compile time but it certainly won't hurt. Shame TF2 chokes on mp3's because it would be really nice to not have to pack wav files.


    I ran into MAX_MAP_PLANES problems because I made too much stuff a func_brush, I'm not super clear what the error really means but it would seem that ridiculous skybox I made for demobowl put me real close to the limit and when I made some additional func_brushes the map refused to compile.

    Source 2 will make dynamic maps easier, right??

  • UEAKCrashUEAKCrash heh Registered User regular
    edited March 2014
    Let's hope so.

    It can handle MP3's (the majority of TSL's lines are MP3 now) just not as well as WAVs.

    Newest compile came out just over a half hour, but I walked away and let it do it's thing so that probably helped. Here's my log if you want to see why I suck so hard.
    Welcome to VBCT
    Session Date: Monday, March 31, 2014, 4:31:42 PM
    VBCT Version: 1.0t

    Engine detected from registry: EP2/OB
    Game name read from GameInfo.txt file: Team Fortress 2
    appid read from GameInfo.txt file: 440

    Available EP1 Source Engine 2006 Games:
    Error: GameConfig.txt was not found!
    expected path: c:\program files (x86)\steam\steamapps\crash@ueak.net\sourcesdk\bin\ep1\bin\GameConfig.txt

    No EP1 Source Engine 2006 Games found!:

    Available EP2 Source Engine 2007 Games:
    Half-Life 2: Episode Two
    Team Fortress 2
    Portal
    Day of Defeat: Source

    Available EP2/Orangebox Source Engine MP Games:
    Team Fortress 2
    Day of Defeat: Source
    Counter-Strike: Source

    Available EP2 Source Engine 2009 Games:
    Half-Life 2
    Half-Life 2: Episode One
    Half-Life 2: Episode Two
    Portal


    Map File Selected: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.vmf
    There is no Custom Profile to load: D:\Mapping\Tools\vbct_10t\koth_trainsawlaser_rc1.pro
    HDR will be enabled for compiles!
    NOTE: You should typically always have LDR enabled with HDR.

    Advanced Compile Options Panel selected!
    VBSP Advanced:
    VVIS Advanced:
    VRAD Advanced: -lights "D:\Mapping\Tools\vbct_10t\lights.rad" -textureshadows -StaticPropPolys -StaticPropLighting

    Final Compile Selected!
    Compile Start Time: Monday, March 31, 2014, 4:31:58 PM

    Start Compile BSP
    VBSP Started, Please Wait!

    VBSP: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1"

    Valve Software - vbsp.exe (Mar 4 2014)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/koth_trainsawlaser_rc1/dev/dev_blendmeasure_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1370 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_hydro_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_hydro_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (1) (899492 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 5611 texinfos to 3123
    Reduced 242 texdatas to 218 (6779 bytes to 5913)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.bsp
    11 seconds elapsed
    -2.337347 -1.299201 0.000000
    -2.337347 -1.278825 0.000000
    2.063540 1.299201 0.000000
    -2.337347 1.299201 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    Compile Complete for this module.
    VBSP Completed: Monday, March 31, 2014, 4:32:10 PM
    VBSP: Compile time: 11 seconds elapsed

    Start Compile VVIS
    VVIS Started, Please Wait!

    VVIS: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1"

    Valve Software - vvis.exe (Mar 4 2014)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.prt
    1172 portalclusters
    3052 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1355)
    Optimized: 3622 visible clusters (0.73%)
    Total clusters visible: 495372
    Average clusters visible: 422
    Building PAS...
    Average clusters audible: 886
    visdatasize:313298 compressed from 356288
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.bsp
    22 minutes, 35 seconds elapsed

    Compile Complete for this module.
    VVIS Completed: Monday, March 31, 2014, 4:54:45 PM
    VVIS: Compile time: 22 minutes, 35 seconds elapsed

    Start Compile VRAD
    VRAD Started, Please Wait!

    VRAD: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe -final -both -lights "D:\Mapping\Tools\vbct_10t\lights.rad" -textureshadows -StaticPropPolys -StaticPropLighting -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1"

    Valve Software - vrad.exe SSE (Mar 4 2014)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    [Reading texlights from 'D:\Mapping\Tools\vbct_10t\lights.rad']
    [0 texlights parsed from 'D:\Mapping\Tools\vbct_10t\lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.bsp
    Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
    Loaded alpha texture materials\models\props_foliage\tree01.vtf
    Loaded alpha texture materials\models\props_foliage\shrub_03.vtf
    Loaded alpha texture materials\models\props_foliage\shrub_03_snow.vtf
    Loaded alpha texture materials\Models\props_farm\haypile001_card.vtf
    Loaded alpha texture materials\models\props_farm\tree001_card.vtf
    Loaded alpha texture materials\models\props_farm\tree001_card_skin2.vtf
    Setting up ray-trace acceleration structure... Done (19.43 seconds)
    7884 faces
    1 degenerate faces
    6898182 square feet [993338240.00 square inches]
    264 Displacements
    715650 Square Feet [103053648.00 Square Inches]
    7883 patches before subdivision
    80335 patches after subdivision
    sun extent from map=0.008727
    127 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (181)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (13)
    transfers 5848331, max 1296
    transfer lists: 44.6 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(564966, 331514, 277445)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(113649, 53105, 40509)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(25411, 8886, 7143)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(7455, 2205, 1773)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(2122, 548, 470)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(728, 162, 138)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(222, 48, 41)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(81, 15, 13)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(25, 5, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(10, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(3, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0288 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
    FinalLightFace Done
    0 of 5 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
    Writing leaf ambient...done
    Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (24)

    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness



    models 235/1024 11280/49152 (22.9%)
    brushes 2342/8192 28104/98304 (28.6%)
    brushsides 17010/65536 136080/524288 (26.0%)
    planes 11396/65536 227920/1310720 (17.4%)
    vertexes 14621/65536 175452/786432 (22.3%)
    nodes 4747/65536 151904/2097152 ( 7.2%)
    texinfos 3123/12288 224856/884736 (25.4%)
    texdata 218/2048 6976/65536 (10.6%)
    dispinfos 264/0 46464/0 ( 0.0%)
    disp_verts 8840/0 176800/0 ( 0.0%)
    disp_tris 12288/0 24576/0 ( 0.0%)
    disp_lmsamples 1022888/0 1022888/0 ( 0.0%)
    faces 7884/65536 441504/3670016 (12.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 6154/65536 344624/3670016 ( 9.4%)
    leaves 4983/65536 159456/2097152 ( 7.6%)
    leaffaces 10095/65536 20190/131072 (15.4%)
    leafbrushes 8581/65536 17162/131072 (13.1%)
    areas 29/256 232/2048 (11.3%)
    surfedges 64670/512000 258680/2048000 (12.6%)
    edges 41324/256000 165296/1024000 (16.1%)
    LDR worldlights 127/8192 11176/720896 ( 1.6%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 6/32768 72/393216 ( 0.0%)
    waterstrips 1007/32768 10070/327680 ( 3.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 20025/65536 40050/131072 (30.6%)
    cubemapsamples 17/1024 272/16384 ( 1.7%)
    overlays 238/512 83776/180224 (46.5%)
    LDR lightdata [variable] 2467212/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 313298/16777216 ( 1.9%)
    entdata [variable] 430292/393216 (109.4%) VERY FULL!
    LDR ambient table 4983/65536 19932/262144 ( 7.6%)
    HDR ambient table 4983/65536 19932/262144 ( 7.6%)
    LDR leaf ambient 29034/65536 812952/1835008 (44.3%)
    HDR leaf ambient 4983/65536 139524/1835008 ( 7.6%)
    occluders 0/0 0/0 ( 0.0%)
    occluder polygons 0/0 0/0 ( 0.0%)
    occluder vert ind 0/0 0/0 ( 0.0%)
    detail props [variable] 1/12 ( 8.3%)
    static props [variable] 1/69236 ( 0.0%)
    pakfile [variable] 7219525/0 ( 0.0%)
    physics [variable] 899492/4194304 (21.4%)
    physics terrain [variable] 62000/1048576 ( 5.9%)

    Level flags = 1

    Total triangle count: 23634
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.bsp
    4 minutes, 11 seconds elapsed
    Valve Software - vrad.exe SSE (Mar 4 2014)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    [Reading texlights from 'D:\Mapping\Tools\vbct_10t\lights.rad']
    [0 texlights parsed from 'D:\Mapping\Tools\vbct_10t\lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.bsp
    Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
    Loaded alpha texture materials\models\props_foliage\tree01.vtf
    Loaded alpha texture materials\models\props_foliage\shrub_03.vtf
    Loaded alpha texture materials\models\props_foliage\shrub_03_snow.vtf
    Loaded alpha texture materials\Models\props_farm\haypile001_card.vtf
    Loaded alpha texture materials\models\props_farm\tree001_card.vtf
    Loaded alpha texture materials\models\props_farm\tree001_card_skin2.vtf
    Setting up ray-trace acceleration structure... Done (19.43 seconds)
    7884 faces
    1 degenerate faces
    6898182 square feet [993338240.00 square inches]
    264 Displacements
    715650 Square Feet [103053648.00 Square Inches]
    7883 patches before subdivision
    80335 patches after subdivision
    sun extent from map=0.008727
    127 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (176)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (13)
    transfers 5848331, max 1296
    transfer lists: 44.6 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(563680, 330534, 276231)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(113378, 52941, 40278)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(25358, 8862, 7100)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(7443, 2200, 1764)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(2119, 548, 468)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(727, 162, 137)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(221, 48, 41)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(81, 15, 13)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(25, 5, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(10, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(3, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0330 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
    FinalLightFace Done
    0 of 5 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
    Writing leaf ambient...done
    Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (24)

    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness



    models 235/1024 11280/49152 (22.9%)
    brushes 2342/8192 28104/98304 (28.6%)
    brushsides 17010/65536 136080/524288 (26.0%)
    planes 11396/65536 227920/1310720 (17.4%)
    vertexes 14621/65536 175452/786432 (22.3%)
    nodes 4747/65536 151904/2097152 ( 7.2%)
    texinfos 3123/12288 224856/884736 (25.4%)
    texdata 218/2048 6976/65536 (10.6%)
    dispinfos 264/0 46464/0 ( 0.0%)
    disp_verts 8840/0 176800/0 ( 0.0%)
    disp_tris 12288/0 24576/0 ( 0.0%)
    disp_lmsamples 1022888/0 1022888/0 ( 0.0%)
    faces 7884/65536 441504/3670016 (12.0%)
    hdr faces 7884/65536 441504/3670016 (12.0%)
    origfaces 6154/65536 344624/3670016 ( 9.4%)
    leaves 4983/65536 159456/2097152 ( 7.6%)
    leaffaces 10095/65536 20190/131072 (15.4%)
    leafbrushes 8581/65536 17162/131072 (13.1%)
    areas 29/256 232/2048 (11.3%)
    surfedges 64670/512000 258680/2048000 (12.6%)
    edges 41324/256000 165296/1024000 (16.1%)
    LDR worldlights 127/8192 11176/720896 ( 1.6%)
    HDR worldlights 127/8192 11176/720896 ( 1.6%)
    leafwaterdata 6/32768 72/393216 ( 0.0%)
    waterstrips 1007/32768 10070/327680 ( 3.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 20025/65536 40050/131072 (30.6%)
    cubemapsamples 17/1024 272/16384 ( 1.7%)
    overlays 238/512 83776/180224 (46.5%)
    LDR lightdata [variable] 2467212/0 ( 0.0%)
    HDR lightdata [variable] 2467212/0 ( 0.0%)
    visdata [variable] 313298/16777216 ( 1.9%)
    entdata [variable] 430292/393216 (109.4%) VERY FULL!
    LDR ambient table 4983/65536 19932/262144 ( 7.6%)
    HDR ambient table 4983/65536 19932/262144 ( 7.6%)
    LDR leaf ambient 29034/65536 812952/1835008 (44.3%)
    HDR leaf ambient 29034/65536 812952/1835008 (44.3%)
    occluders 0/0 0/0 ( 0.0%)
    occluder polygons 0/0 0/0 ( 0.0%)
    occluder vert ind 0/0 0/0 ( 0.0%)
    detail props [variable] 1/12 ( 8.3%)
    static props [variable] 1/69236 ( 0.0%)
    pakfile [variable] 12526961/0 ( 0.0%)
    physics [variable] 899492/4194304 (21.4%)
    physics terrain [variable] 62000/1048576 ( 5.9%)

    Level flags = 3

    Total triangle count: 23634
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.bsp
    4 minutes, 6 seconds elapsed
    -2.337347 -1.299201 0.000000
    -2.337347 -1.278825 0.000000
    2.063540 1.299201 0.000000
    -2.337347 1.299201 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    -2.337347 -1.299201 0.000000
    -2.337347 -1.278825 0.000000
    2.063540 1.299201 0.000000
    -2.337347 1.299201 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    Compile Complete for this module.
    VRAD Completed: Monday, March 31, 2014, 5:03:04 PM
    VRAD: entdata [variable] 430292/393216 (109.4%) VERY FULL!
    VRAD --> WARNING - Max Limit Approach!
    VRAD: Compile time: 4 minutes, 11 seconds elapsed
    VRAD: entdata [variable] 430292/393216 (109.4%) VERY FULL!
    VRAD --> WARNING - Max Limit Approach!
    VRAD: Compile time: 4 minutes, 6 seconds elapsed

    One Line Summary: 3/31/2014 5:03:04 PM, koth_trainsawlaser_rc1.vmf, Team Fortress 2, normal , normal, final, 00:00:12, 00:22:35, 00:08:18, 00:31:06
    History.csv was updated.

    Compile Summary - job mode: FINAL
    Map Name: koth_trainsawlaser_rc1.vmf
    VBSP - mode:normal , 11 seconds, 00:00:12 elapsed
    VVIS - mode:normal, 22 minutes, 35 seconds, 00:22:35 elapsed
    VRAD - mode:final, 4 minutes, 11 seconds(LDR), 4 minutes, 6 seconds(HDR), 00:08:18 elapsed
    Total Compile time: 00:31:06

    NOTE: old BSP file renamed to : C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_trainsawlaser_rc1_old.bsp

    File copied: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.bsp to C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_trainsawlaser_rc1.bsp
    Results copied to the clipboard!

    Dat entdata, amirite? And hilariously it's way improved from previous.

    Mainly looks like I'm having issues with VVIS at this point, but I'm not sure how I could optimize it any better, really. It's a pretty open map.

    UEAKCrash on
  • sarukunsarukun RIESLING OCEANRegistered User regular
    Is this happening today?

    Honcs for map testing?

  • xzzyxzzy Registered User regular
    What the hell man, 22 minutes for vvis? That shouldn't happen unless you have managed to forget how to make func_details. I can't think of anything in TSL that is complicated enough to require more than 2 minutes.

    You should load the portal file in hammer after a compile, see what's going on. Any place you see a mass of blue lines in a tiny area is a prime spot for optimization.. more func_detail is the easy solution but sometimes it's a question of smoothing out adjacent brushes so they're coplanar.


    As for tonight's test, I may or may not be there.. I promised the spousal unit I'd take her out to dinner. So if I'm not around, I expect a detailed report in the thread about how I shamelessly stole Crash's exact idea for wubwubwub even though I was 50% done with the idea before I knew wub even existed.

  • UEAKCrashUEAKCrash heh Registered User regular
    Fun numbers:

    Before cubemaps TSL is 12.2MB
    After HDR cubemaps it's 13.4MB
    After LDR cubemaps it goes up to a whopping 13.5MB
    After packing custom assets it goes to 63.2MB
    BZ2ing it for servers drops it down to 42.9MB

    B6 was 45.6MB's in BZ2 and 69.2MB out of it.

    Saved a bit doing that lightmap change. Probably could've cranked it to 64 and went from there still, though.

  • UEAKCrashUEAKCrash heh Registered User regular
    edited March 2014
    My func_details are smooth as a baby's butt, and I hinted where appropriate. The main visleaf issue is around mid, and I think it's just because of what a clusterfuck it is. Lots of holes that don't seem to want to play well even when hinted.

    Meh, this is probably my last update to TSL anyway. Shit hit RC1. Now it's time to see if Valve wants it. :rotate:

    I'm trying to start to wrap up some projects because this past week showed me what an insane amount of work I have been putting on myself and peaked with the TOTH stream. wubwubwub is most likely going to be a one-off map, which is why I named the final version koth_wubwubwub with no versioning. Which is unfortunate in a way, because I gave it a really mapper-friendly system to add more songs into it.

    UEAKCrash on
  • CorehealerCorehealer The Apothecary The softer edge of the universe.Registered User regular
    UEAKCrash wrote: »
    My func_details are smooth as a baby's butt, and I hinted where appropriate. The main visleaf issue is around mid, and I think it's just because of what a clusterfuck it is. Lots of holes that don't seem to want to play well even when hinted.

    Meh, this is probably my last update to TSL anyway. Shit hit RC1. Now it's time to see if Valve wants it. :rotate:

    Valve will never want it because swears and because who cares about maps lol we got hats, much cooler.

    Also dev textures.

    488W936.png
  • CorehealerCorehealer The Apothecary The softer edge of the universe.Registered User regular
    Still the best dev textured map ever made.

    488W936.png
  • UEAKCrashUEAKCrash heh Registered User regular
    Yeah I was just making a joke in the direction of some other rc1 map we've released. :(

  • CorehealerCorehealer The Apothecary The softer edge of the universe.Registered User regular
    UEAKCrash wrote: »
    Yeah I was just making a joke in the direction of some other rc1 map we've released. :(

    Which should totally be an official map and it's a crying shame that it isn't.

    488W936.png
  • Caulk Bite 6Caulk Bite 6 One of the multitude of Dans infesting this place Registered User regular
    so... HoNC HoNC?

    jnij103vqi2i.png
  • UEAKCrashUEAKCrash heh Registered User regular
    arrgh I'm running behind, can we push it back to 8:30 or so?

  • Mr. ButtonsMr. Buttons Registered User regular
    perfect... that way I can be on time!

  • UEAKCrashUEAKCrash heh Registered User regular
    Also the creator of VSH decompiled Trainsawlaser for reasons and now he's making fun of my entities. :(

  • JayKaosJayKaos Registered User regular
    Make fun of his attempt at an Australian accent.

    Steam | SW-0844-0908-6004 and my Switch code
  • UEAKCrashUEAKCrash heh Registered User regular
    Nerds to the serveeeer!

  • DysDys how am I even using this gun Registered User regular
    Demobowl doesn't like me very much.

  • Crippl3Crippl3 oh noRegistered User regular
    The demobowl ramps are so fun, oh man. FLYING HEAVY GOOOOOOOO

  • The Escape GoatThe Escape Goat incorrigible ruminant they/themRegistered User regular
    First taunt kill on demo bowl. You may bow now.

    9uiytxaqj2j0.jpg
  • turtleantturtleant Gunpla Dad is the best.Registered User regular
    There's a chance that we will be done playing TSL before I finish downloading it. I really wish I knew why stuff downloads slower inside TF2 than anywhere else.

    X22wmuF.jpg
  • DysDys how am I even using this gun Registered User regular
    Dys wrote: »
    Demobowl doesn't like me very much.

    But goddamn do I love Demobowl.

  • DysDys how am I even using this gun Registered User regular
    And wubwubwub now occupies a special place in my heart, Crash.

  • Caulk Bite 6Caulk Bite 6 One of the multitude of Dans infesting this place Registered User regular
    good games.

    and for the record, the only reason I went mini-sentry engie on Demobowl was because red team did it first, the previous match.

    I regret nothing.

    jnij103vqi2i.png
  • EidolonOrpheusEidolonOrpheus NoatunRegistered User regular
    That is why you must always have a flying spy.
    (I snagged an airstab on someone on the point Friday.)

  • GundiGundi Serious Bismuth Registered User regular
    turtleant wrote: »
    There's a chance that we will be done playing TSL before I finish downloading it. I really wish I knew why stuff downloads slower inside TF2 than anywhere else.
    I really wish I knew why TF2 sometimes just decides to take my internet out.

  • turtleantturtleant Gunpla Dad is the best.Registered User regular
    edited April 2014
    @UEAKCrash‌, you said you were getting rid of that Star_ clip? May I suggest a replacement?

    https://www.youtube.com/watch?v=OilDMidvpks

    Tim Curry belching out space at the end there never stops making me giggle.

    Also

    https://www.youtube.com/watch?v=ZRNAzk0Y6lA&amp;feature=youtu.be

    B)

    turtleant on
    X22wmuF.jpg
  • UEAKCrashUEAKCrash heh Registered User regular
    I thought I did replace it with Kilgore's line "DUBSTEP WUB WUB WUB WUB BBRRR BRRR" which was super obvious to use, but apparently it didn't stick or something? I dunno. Source engine.

    Also @Kupi has given me the best gift:
    75E0651715232CD2B76D5C66C6AB366E16B91953

  • xzzyxzzy Registered User regular
    Since I'm not sure it came through in game, the songs I used that no one could hear because Source is dumb came from Brutal Legend. Everyone should buy that game, it's on Steam and if you ever liked metal you'll like that game just for the atmosphere.

    Was my basic plan, "put brutal legend in tf2" but unfortunately I had to scale everything back for time. The skybox for example was originally intended to be the flames of hell, but I had trouble getting it to look good.

    Plus there's the music thing. It literally never failed once in single player testing. Fuck you, Source.

  • UEAKCrashUEAKCrash heh Registered User regular
    Indeed. Fuck the Source police.

  • PMAversPMAvers Registered User regular
    Did you make the proper sacrifices to evil?

    persona4celestia.jpg
    COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
  • UEAKCrashUEAKCrash heh Registered User regular
    Baaah so I think I know why we were getting the repeat audio issue on Trainsawlaser and I'm totally going to have to do another update to fix it so I can finally call the project done.

    I wouldn't care, but I'm fairly certain the entire "boosh" system is broken so all the train train on hit lines aren't popping.

  • xzzyxzzy Registered User regular
    edited April 2014
    TF2 provided some fun screenshots last night.

    Wrong weapon dude, you should backstab with your knife.

    3BD6161640637C7A114D61318885598BA2B4A039

    The dog is not the smuggest thing in this image.

    5F1197E48AA5F351E0D6F54696BE06FBA271CCE2

    FBC4FD54ED9D2ED603A6D5284D8F3A4ED0046E36

    D670491C08EFEC2D7EC744B8CD0ED0C6A325C451

    E7AC44CA196CD47DEC5EF5ECB8362448448F272C

    xzzy on
  • STATE OF THE ART ROBOTSTATE OF THE ART ROBOT Registered User regular
    Oh pub spies: why do you always have to be so obvious, and why do you just assume that I will just ignore you when I discover you are a spy.

  • UEAKCrashUEAKCrash heh Registered User regular
    edited April 2014
    So today the VSH creator's server is running a new plugin.

    Train rain that spawns over players heads every few minutes.

    UEAKCrash on
  • theantipoptheantipop Registered User regular
    xzzy wrote: »
    Plus there's the music thing. It literally never failed once in single player testing. Fuck you, Source.

    Did you die when you were single player testing? I said last night I didn't hear the music until the very end of the last time we played, but then I realized it would cut out as soon as I died, so I must have been dead when the music started the previous times.

This discussion has been closed.