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[DS]: CS:S GunGame v34 Server
[DS]: CS:S GunGame v34 Server


[DS]: CS:S v34 Server
[DS]: CS:S v34 Server


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hl-hev


Map spc_beta5 for HL

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SNARKPIT CREW MAP -- www.snarkpit.com By: Alien_Sniper (N/A) Dietz (N/A) Grimlock (grimlock@somethingdied.com) Mazemaster (n_alger_@hotmail.com) Orpheus (orpheus@ejoop.com) ReNo (reno@elva-mod.co.uk) Yak_Fighter (Yak_Fighter@hotmail.com) I've taken over this map since Orpheus decided to quit HL. As this map has basically been abandoned by everyone, me included, I have decided to make the changes I deem necessary and attempt to compile and finish this map. If you object to my changes, I still have Orpheus's last compile and can revert back if need be. I will be keeping various betas and will make a detailed changelog so you can see what I've done for each section. Any and all comments are welcome. I can easily change things now that I can compile it, but be reasonable as many of the map limits are close to maxed out (especially clipnodes). Tell me something like redo a section and I'll tell you to go to hell. MAX_MAP_MIPTEX: overcome in beta 1 by adding -texdata memory MAX_MAP_PLANES: overcome in beta 1 by using XP_Cagey's tools MAX_MAP_CLIPNODES: overcome in beta 2 by clipping off many sections MAX_MAP_MODELS: overcome in beta 3 by entity optimization MAX_MAP_FACES: overcome in beta 4 by fixing a leak MAX_PATCHES: overcome in beta 4 by using HLRAD with -sparse command MAX_MAP_LIGHTING: overcome in beta 4 by adding -lightdata memory Any and all comments are welcome. I can easily change things now that I can compile it, but be reasonable as many of the map limits are close to maxed out (especially clipnodes). Tell me something like redo a section and I'll tell you to go to hell. CHANGELOG BETA 5 -a_s- removed yellow lights in main room. this is a test to see how the lighting looks and is in no way permanent -yak- fixed a brush through floor error in main room -yak- deleted some lights in first main room cause they sucked -yak- deleted some lights in rock room as it's just too bright in there -grim- fixed a pitch black air duct area, dunno how that one happened -grim- there were six light entities where there should have been two -dietz- clipped off a few more areas -dietz- went a little overboard with null textures causing a noticeable HOM. now fixed -dietz- deleted a pointless func_illusionary that for some reason could be seen in the sky from Grimlock's area -dietz- slowed down fan a little bit to closer match sound -dietz- deleted a light and corner detail because it caused a nasty clipping error ingame -all- reduced light_env intensity by 60%, we shall see how this looks BETA 4 I had two issues, a max_map_faces error and a leak. I started first by retexturing as much as I could with the null texture. If it turned out that it couldn't fix the error, it would still reduce r_speeds a little bit. Turns out that I had a leak in A_S's section caused by me chopping up the ceiling in the outdoor hallways to fit an angled light in there. There was no void showing, but I guess it was one of those tiny gaps between angled brushes. I just added null textured brushes over the top of the section and fixed the problem. BETA 3 -this is going to be purely an entity optimization beta unless I come across anything else (at least 24 brush entities need to go) -a_s- moved two name signs into wall and removed func_ill -a_s- moved two lights into ceiling and removed func_ill -yak- moved two lights into ceiling and removed func_ill in connection room -yak- merged 7 func_walls into 1 in connection room -yak- merged 4 func_ills into 1 in connection room -yak- moved two lights into ceiling in first main room and removed func_ill -yak- merged 2 func_wall lights in overlook into 1 func_ill -yak- merged 2 func_wall lights in sniperhall into 1 func_wall -yak- moved 3 lights in 2nd main room into ceiling and removed func_ill -yak- merged 2 func_ills into 1 in hallways -yak- merged 2 func_ills into 1 in 2nd main room -yak- merged 6 func_walls into 2 in 2nd main room -yak- merged 2 func_ills into 1 in 2nd main room -yak- merged 4 func_ills into 1 in back room -yak- merged another 4 func_ills into 1 in back room -yak- merged 2 func_walls into 1 func_ill in back hallways -yak- moved 2 lights into ceiling in 2nd main room and removed func_ill -yak- merged 4 func_ills into 1 at blue teleporter -dietz- merged 3 func_walls into 1 in lower hallway -dietz- merged 2 func_walls into 1 in red teleporter -dietz- merged 2 func_walls into 1 at sniper deck -dietz- merged 4 func_ills into 1 at sniper deck -dietz- merged 4 func_walls into 1 at sniper deck -dietz- moved sign into the wall and removed func_ill at sniper deck -dietz- merged 4 func_walls into 1 at upper hallway -dietz- merged 4 func_ills into 1 at upper hallway -dietz- merged 4 func_walls into 1 at upper hallway -dietz- merged 3 func_ills into 1 at upper hallway -dietz- merged 3 func_ills into 1 in waterway -reno- merged 2 func_ills into 1 in first main room -reno- merged 4 func_walls into 1 in second main room -reno- lowered the volume of the wren and cricket sounds -reno- moved two signs into the wall and removed func_ill in third room -MAX_MAP_MODELS- I reduced the solid entities in the map from 424 to 350 and fixed this error. Compile gave a leak and MAX_MAP_FACES... BETA 2 -all- added as many clip brushes as I could find -all- made all the signs func_illusionaries to rectify an old complaint and reduce r_speeds -all- replaced an op4 texture with a hl.wad texture to get rid of missing texture errors -orph- made some texture corrections to recify old complaints -orph- changed the stairs to reduce faces -orph- changed the floor to reduce faces and clipnodes -orph- moved the name sign into the wall -orph- removed a step on the ramp to the elevator -orph- texture fixes on the elevator ladders (and people used to bitch at me for making perfectly aligned ladder prefabs...) -orph- brush adjustments in elevator section -orph- resized two walls just because I can -orph- oh holy crap, Orph, you need to remake that warning light prefab. I'll just clip the thing off instead. -orph- removed some completely unnecessary 1 unit gaps between wall brushes and lights that I'll assume added clipnodes -yak- deleted two pipes that were unnecessary details -yak- fixed an overlapping brush -yak- better clips around yellow teleporter -yak- better clips around blue teleporter -yak- simplified the corner of the tunnel -yak- texture fix in first main room -yak- removed lip in floor of first main room -yak- fixed misshapen wall in second main room -yak- removed wasteful detail brushes in back room -grim- moved the pump station sign into the wall to remove clipnodes and wasteful faces -grim- made a texture correction to rectify old complaint in egon room -grim- fixed an overlapping brush in egon room -grim- texture fixes in egon room -grim- lowered the volume of some deafening cricket chirps -grim- texture fixes in engine room -grim- fixed a wall that consisted of an untextured door frame and a brush blocking what used to be an empty doorway -grim- moved the name sign into that spot -grim- moved high voltage sign into wall to fix clipnode, face, and movement issues -grim- fixed a window that was func_illusionary allowing players to get essentially outside the level -grim- texture fixes in hallway to pipe trap -grim- fixed some gaps in the ceiling near the pipe trap -grim- fixed a floor gap in pipe trap -dietz- fixed a clipping issue with the bridge -dietz- fixed a texture error -dietz- fixed another texture error -dietz- changed a group of brushes in RPG room to a func_wall -dietz- increased the speed of a fan x4 to closer match the sound being played -dietz- clipped off red teleporter -The Great Leak Hunt- -dietz- found three 8 unit wide brushes that had no business being where they were HAHA! Fixed the leak on the very first try. What're the odds on that? -MAX_MAP_CLIPNODES- Fixed, now I get a max_map_models error as there's more than 400 solid brush entities in the map. Moving on to beta3 BETA 1 -orph- re-added the stairs he removed to eliminate a huge dead-end :D -orph- texture alignments in the skylights -orph- deleted some bush textured things in the big sign area as they looked strange and were unnecessary -orph- changed the outside of the area to fix a bug that had brushes disappearing in the sky -orph- found and corrected a number of slight brush errors that were a few units off -orph- removed the passageway between the elevator and the sniping point because of view distance and r_speed problems -orph- created a new hall that connects the elevator and sniping point but removes the above errors -orph- lowered a window a little bit so we could see the pretty sign from the second floor -orph- redid the clip brushes around the ceiling -yak- fixed an insignificant texture error in a doorway -yak- removed unnecessary lights in hallway overlooking Grimlock's outside area -yak- moved a detail door to a different location -yak- changed some stupid arcitecture in the first main room -yak- changed a small part of the ceiling in the first main room -yak- added a ladder in the first main room -yak- changed the floor of the 'rockroof' room -yak- texture fix in the connection room -yak- added a sign to the connection room -yak- texture fix in the back room -yak- removed some lights in back room -yak- added a sign to the back room -yak- added teleporter sprites -reno- fixed a sign in middle room so it wouldn't flicker -a_s- fixed a sign in square room so it wouldn't flicker -grim- fixed a sign in bowl so it wouldn't flicker -grim- fixed a sign in machine room so it wouldn't flicker -dietz- removed a clip brush that interfered with swimming, extended the floor in front of ammo room to compensate -dietz- removed a clip brush that interfered with walking on the second level -dietz- added clip brushes in all the small areas that players cannot reach -dietz- he said at one point that the ammo room was supposed to be a teleporter, and I aim to please. The teleporter looks like the other two and they are set up to go yellow -> blue -> red -> yellow -dietz- added teleporter sprite ** Executing... ** Command: Change Directory ** Parameters: "C:\Program Files\Steam\" ** Executing... ** Command: C:\PROGRA~1\VALVEH~1\zhlt\hlcsg.exe ** Parameters: "c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile" -chart -texdata 6144 hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (merlinis@bigpond.net.au) ----- BEGIN hlcsg ----- Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlcsg.exe "c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile"-chart -texdata 6144 Entering c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile.map Current hlcsg Settings Name | Setting | Default ---------------------|-----------|------------------------- threads [ 1 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ on ] [ off ] estimate [ off ] [ off ] max texture memory [ 6291456 ] [ 4194304 ] priority [ Normal ] [ Normal ] noclip [ off ] [ off ] null texture stripping[ on ] [ on ] clipnode economy mode [ on ] [ on ] onlyents [ off ] [ off ] wadtextures [ on ] [ on ] skyclip [ on ] [ on ] hullfile [ None ] [ None ] min surface area [ 0.500 ] [ 0.500 ] brush union threshold [ 0.000 ] [ 0.000 ] Using mapfile wad configuration Wadinclude list : [zhlt.wad] 146 brushes (totalling 872 sides) discarded from clipping hulls CreateBrush: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (76.48 seconds) SetModelCenters: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds) CSGBrush: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (55.15 seconds) Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 0/400 0/25600 ( 0.0) planes 624/32767 12480/655340 ( 1.9) vertexes 0/65535 0/786420 ( 0.0) nodes 0/32767 0/786408 ( 0.0) texinfos 9935/32767 397400/1310680 (30.3) faces 0/65535 0/1310700 ( 0.0) clipnodes 0/32767 0/262136 ( 0.0) leaves 0/8192 0/229376 ( 0.0) marksurfaces 0/65535 0/131070 ( 0.0) surfedges 0/512000 0/2048000 ( 0.0) edges 0/256000 0/1024000 ( 0.0) texdata [variable] 0/6291456 ( 0.0) lightdata [variable] 0/4194304 ( 0.0) visdata [variable] 0/2097152 ( 0.0) entdata [variable] 0/524288 ( 0.0) 0 textures referenced === Total BSP file data space used: 409880 bytes === Using Wadfile: \sierra\half-life\valve\halflife.wad - Contains 230 used textures, 94.65 percent of map (3116 textures in wad) Using Wadfile: \sierra\half-life\valve\signs.wad - Contains 8 used textures, 3.29 percent of map (8 textures in wad) Using Wadfile: \sierra\half-life\valve\tfc.wad - Contains 3 used textures, 1.23 percent of map (279 textures in wad) added 50 additional animating textures. Warning: ::FindTexture() texture NULL not found! Are you sure you included zhlt.wad in your wadpath list? Warning: ::FindTexture() texture 18WHL_FLOOR not found! Warning: ::LoadLump() texture 18WHL_FLOOR not found! Warning: ::LoadLump() texture NULL not found! Texture usage is at 4.29 mb (of 6.00 mb MAX) 135.26 seconds elapsed [2m 15s] ----- END hlcsg ----- ** Executing... ** Command: C:\PROGRA~1\VALVEH~1\zhlt\hlbsp.exe ** Parameters: "c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile" -chart -texdata 6144 hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (merlinis@bigpond.net.au) ----- BEGIN hlbsp ----- Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlbsp.exe "c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile"-chart -texdata 6144 Current hlbsp Settings Name | Setting | Default -------------------|-----------|------------------------- threads [ 1 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ on ] [ off ] estimate [ off ] [ off ] max texture memory [ 6291456 ] [ 4194304 ] priority [ Normal ] [ Normal ] noclip [ off ] [ off ] nofill [ off ] [ off ] null tex. stripping [ on ] [ on ] notjunc [ off ] [ off ] subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512) max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096) Error: ReadSurfs (line 1): 7996 > g_numplanes ----- END hlbsp ----- ** Executing... ** Command: C:\PROGRA~1\VALVEH~1\zhlt\hlvis.exe ** Parameters: "c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile" -chart -texdata 6144 hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (merlinis@bigpond.net.au) ----- BEGIN hlvis ----- Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlvis.exe "c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile"-chart -texdata 6144 >> There was a problem compiling the map. >> Check the file c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile.log for the cause. ----- END hlvis ----- ** Executing... ** Command: C:\PROGRA~1\VALVEH~1\zhlt\hlrad.exe ** Parameters: "c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile" -chart -texdata 6144 -bounce 3 -sparse -chop 80 -smooth 80 hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (merlinis@bigpond.net.au) ----- BEGIN hlrad ----- Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlrad.exe "c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile"-chart -texdata 6144 -bounce 3 -sparse -chop 80 -smooth 80 >> There was a problem compiling the map. >> Check the file c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile.log for the cause. ----- END hlrad ----- ** Executing... ** Command: Copy File ** Parameters: "c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile.bsp" "C:\Steam\SteamApps\yakfighter@aol.com\half-life\valve\maps\spc_compile.bsp" The command failed. Windows reported the error: "The system cannot find the path specified." Warning: Leaf portals saw into leaf Problem at portal between leaves 352 and 332: (-2248.021 -192.607 937.826) (-2125.394 -102.813 416.000) (-2102.905 -117.919 416.000) (-2207.990 -207.992 902.954) (-2208.005 -207.998 903.004) Warning: Leaf portals saw into leaf Problem at portal between leaves 387 and 388: (-2143.892 287.668 416.000) (-2198.892 196.000 416.000) (-2181.566 196.000 334.685) (-2172.793 204.736 318.115) (-2100.000 304.000 256.000) (-2100.000 304.000 256.000)

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