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Old 10-29-2007, 02:18 PM   #221
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Quote:
Originally Posted by barronofhellion
yea it wouldn't be much of a gameplay tweek at all, i just thought it would be cool to have as one of those oh whats this over here... oh wow ...
bah and now im geting this
and the definition of this =
so i guess ill have to go in and make more of these world models or make a damn model for the lights or something ...
oh and wet mule/ i think it should run fine once it get debuged.. theres no really much to the map but its a b**** geting it to work at all lol
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Arg the suspense is doing in me in. Too many good things coming up, this map, the patch, carl's flagrun-esq map, casbah; the hunted map that stanky mentioned; and i might be getting an FF server of mine own today, this monday night!
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Old 10-29-2007, 04:12 PM   #222
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Seriously i cannot wait to play this map...i really hope your able to finish it...Then you should paste this whole thread into the readme, just to let people know how many people supported the map and what a bitch it was to get it completed!
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Old 10-30-2007, 02:18 PM   #223
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/me Sigh... ok so i moved enough brushes over to be world brushes, and now i only get say one or 2 mesages a second about Too many vertex format changes in frame, whole world not rendered... and its not rendering where the fog normaly is shown at... i dont know wtf is going on , but i got it to work and was messing with the fog at the same time... its like where the fog goes is where its cuting out the vis, and the vis is currently set to show the entire map on the screen, that being said i changed it to show at about 9200 wich is about 1/2 the map and it still was cuting out where the fog is... what a visious error ... maybe when i load steam up later it will un fuck itself
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Old 10-31-2007, 02:43 AM   #224
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its still doing it, i think maybe, just maybe i have a new hint that will fix the problem though !... due to help from owner removing a area... i noticed that certain spots do the Too many vertex format changes in frame, whole world not rendered... certain cool looking spots that were not in the original, the docking port bays i will ditch them and post more feedback) also owner in regard to the pm from earlyer , when i enable your optimizations it adds to the t-junk error , i did however fix the max vis depth, it was set at 10k not 17k where it should have been, i typed 16k there but i moved my mouse out of the damn window so it dumped my input before i hit apply i guess... god i hate that shit
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Old 10-31-2007, 04:43 PM   #225
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This thread deserves stars!

on topic...keep it up man!
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Old 10-31-2007, 09:32 PM   #226
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well atm 1/4 the way removing the docking bays, only the far wall craps out on me with the to many vertice bs... so i guess ill find out soon.
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Old 10-31-2007, 09:34 PM   #227
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Quote:
Originally Posted by barronofhellion from 1st page of thead
oh trust me , when its done it will have trims , slants , curves, bling blings, runners... so much crap ill have to go back and delete half of it.. so how it is every time i make a map
just thought id rub it in my face a lil more
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Old 10-31-2007, 09:45 PM   #228
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lmfao that is some funny shit man! See what happens when you think out loud...
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Old 11-01-2007, 05:00 PM   #229
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well i removed all of the docking bays , and one of the secondary spawn window rooms ( ) and sofar everything was drawing on the screen from what i could tell, however it was still giving the error so that means somthing somewhere is doing it, maybe after i remove the other 3 it will be a lot less...
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Old 11-02-2007, 05:41 PM   #230
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well i removed all of the ^ spots and now i seam too only get the Too many vertex format changes in frame, whole world not rendered error in certain spots, usually around facing the side walls of the hall on mainly 1 side.. i really should rename this to hall of mirrors , although now that i removed a ton of stuff i should have plenty of open func_detal brushes to assign, hopefully this will fix it, if not its in a playable state where its only an bug.. however i dont know how vis or rad with this error will go
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Old 11-02-2007, 08:25 PM   #231
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Don't worry. You are not on a deadline, and I'm sure you will make a great map that tons of people will enjoy.
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Old 11-04-2007, 01:39 PM   #232
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alright guys here i am again, lost in what i should do to make this damn thing stop doing the damn error thats "Too many vertex format changes in frame, whole world not rendered" owner i have even deleted most of the other details and put everything back to func_detal but it still does it and its not going away heh
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Old 11-05-2007, 07:43 PM   #233
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This may be a stupid question...but what exacly does this error DO to your map? Have you tried copiling it and running it to see what in game is fixed...you may find that it really isn't doing anything and it's just the hammer gods playing a joke on you!
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Old 11-06-2007, 12:56 AM   #234
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Quote:
Originally Posted by Dr.Satan
This may be a stupid question...but what exacly does this error DO to your map?
it takes sertain walls and makes them dissapear , causing you to see the 'hall of mirrors' effect. which is quite annoying and makes me not want to release it like that
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Old 11-06-2007, 03:10 PM   #235
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yeah I wouldn't want to either...makes since!
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Old 11-07-2007, 01:28 PM   #236
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well if anybody else wants a shot at it let me know, ill release the source files so you can see what you can do, atm i have yanked everything out that could be doing it... and have nothing else i can think of other then start another badass map.. but with the current ≈50 player base i am reluctant to even do that...
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Old 11-07-2007, 03:32 PM   #237
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save the current base as a alternative copy to give to someone else, and cut the original (highly-detailed) version in half, and make it a 1-way ctf instead. Red can just play 24/7 defender and blue can start in a small room right outside what would be the midmap entrance to the blue base.

Yes?
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Old 11-07-2007, 04:00 PM   #238
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well yea but that defeats the purpose of spending 4+ months making textures/animated textures in both colors... pluss i dont think it would hold the same gameplay value..
that however does remind me of one last thing i didn't try yet... build the entire blue base from scratch for some reason i have a hunch that its not the fact that everything is to large/detailed but i think its the fact that im copy/pasting so much
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Old 11-07-2007, 05:12 PM   #239
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i'm to lazy to read through all of the pages to find whats wrong with the map, could you tell me exactly what its doing? maybe a SS?

i'll take a look at your map for you if you'd like(not that i'm saying i could fix it, but its good to have an extra set of eyes). i wont give it out.
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Old 11-07-2007, 05:13 PM   #240
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-- here is the files before i gave it to owner, i though he fixed it but its still doing it so i dont think making 1/2 the map func_detail really did much.. good luck anybody ... feel free to use this as you wish ...
unzip to your 'fortressforever' folder
http://dodownload.filefront.com/8904...4b6f15f1a1ee40 2c0e3c124a8157fe01c908df5cb8da
or if that link doesnt work then
http://files.filefront.com/ff+hallof.../fileinfo.html

edit- gambit, when you copy the base and paste for blue , it makes parts of the map dissapear and in the console it says "Too many vertex format changes in frame, whole world not rendered" and again thank you to anybody that can un-stump this
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