So, since someone is having system troubles, give it to someone else to test it so you can get it out faster. 3.0 is nearing it's release--should be 2 or 3 weeks at most.
Now that I've cleared <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=55656&st=0&#entry809160' target='_blank'>this mess</a> up. I can complete the RAD file. I'm compiling right now. We'll see how it turns out. If it looks good then just for kicks I'll post some screenies from a few areas.
TalesinOur own little well of hateJoin Date: 2002-11-08Member: 7710NS1 Playtester, Forum Moderators
Hee hee... sorry, I believe the 'Holiday release' is a very optimistic statement. I'll be surprised if all the bugs are fixed, much less the balancing measures are emplaced, before 2004.
And no, as I said at the time, I'm GOING down *next* saturday. Meaning the saturday after this saturday coming up. Which has passed by, making it *this* Saturday now. Bah. Read with context!
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And no, as I said at the time, I'm GOING down *next* saturday. Meaning the saturday after this saturday coming up. Which has passed by, making it *this* Saturday now. Bah. Read with context!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--DarkATi+Dec 7 2003, 11:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Dec 7 2003, 11:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now that I've cleared <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=55656&st=0&#entry809160' target='_blank'>this mess</a> up. I can complete the RAD file. I'm compiling right now. We'll see how it turns out. If it looks good then just for kicks I'll post some screenies from a few areas.
~ DarkATi <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Not sure if you already knew this DarkATI, but if you're just tweaking RAD values there's a way to get HLRAD to save 80% of the work it does and make future compiles much, much faster. You need to have enough disk space to hold all of the lighting information (which is usually several hundred megabytes), but loading it from disk is much faster than calculating it from scratch. For your first compile, use HLRAD's -incremental switch. For each compile after that, tweak your RAD settings, run only HLRAD, and leave -incremental checked.
<!--QuoteBegin--XP-Cagey+Dec 8 2003, 10:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Dec 8 2003, 10:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--DarkATi+Dec 7 2003, 11:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Dec 7 2003, 11:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now that I've cleared <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=55656&st=0&#entry809160' target='_blank'>this mess</a> up. I can complete the RAD file. I'm compiling right now. We'll see how it turns out. If it looks good then just for kicks I'll post some screenies from a few areas.
~ DarkATi <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Not sure if you already knew this DarkATI, but if you're just tweaking RAD values there's a way to get HLRAD to save 80% of the work it does and make future compiles much, much faster. You need to have enough disk space to hold all of the lighting information (which is usually several hundred megabytes), but loading it from disk is much faster than calculating it from scratch. For your first compile, use HLRAD's -incremental switch. For each compile after that, tweak your RAD settings, run only HLRAD, and leave -incremental checked. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Sounds fun to me.
<!--QuoteBegin--DarkATi+Dec 8 2003, 11:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Dec 8 2003, 11:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--XP-Cagey+Dec 8 2003, 10:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Dec 8 2003, 10:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--DarkATi+Dec 7 2003, 11:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Dec 7 2003, 11:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now that I've cleared <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=55656&st=0&#entry809160' target='_blank'>this mess</a> up. I can complete the RAD file. I'm compiling right now. We'll see how it turns out. If it looks good then just for kicks I'll post some screenies from a few areas.
~ DarkATi <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Not sure if you already knew this DarkATI, but if you're just tweaking RAD values there's a way to get HLRAD to save 80% of the work it does and make future compiles much, much faster. You need to have enough disk space to hold all of the lighting information (which is usually several hundred megabytes), but loading it from disk is much faster than calculating it from scratch. For your first compile, use HLRAD's -incremental switch. For each compile after that, tweak your RAD settings, run only HLRAD, and leave -incremental checked. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Sounds fun to me.
So it only recalculates the tweaked values?
~ DarkATi <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> It saves the patch vis and distance information, so that you can skip the following steps:
BuildVisLeafs MakeScales SwapTransfers
If you look at your RAD log from your last compile, those steps should be taking up the majority of your compile time. Running -incremental writes out the result of those steps to file the first time, and then reads the data back in from file each time after that instead of running those steps over again. It still needs to calculate all of the light values, but it's starting with many of the input variables (distances and falloff values) already solved.
It's much, much faster, but it only works if the level geometry hasn't changed.
I'm sorry but I can't take it any longer, Nancy has been in the works for too long and I am freaking out when I read this thread.
I NEED HER
I love you guys to death for remaking this map, but if you don't all hurry the hell up, I'm going to have to make threats to each of you. If you think that I'm kidding, just you wait till I show up outside your bed room window, kidnap you, dress you up in a cub scout uniform and drop you on Michael Jacksons door step! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Agreed, us NS fanboys need our nancy fix. Oh, so much love... Not to mention that I can start calling my fellow marines "nancy boy" again. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Ok with this whole -incremental thing we should have a hell of a lot less to worry about. Lighting was one of our biggest concerns for some places llike the vents. But with DarkATi able to make quick compiles one after another I'm sure he'll get it really nice. Now it's up to me to try and do some optimizing this week and hand it over to WolfWings for the final optimizations and then maybe a compile by the end of the weekend for Flayra? I hope...
sounds great. keep on the good work. i think all ns player love you for doing this <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
not only did I get post #1000, but I'm also getting page #100 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I can see it! It's now more closer now...! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
antifreezeThe guy with the goods!Join Date: 2003-05-12Member: 16232Members, Constellation
only 38 pages for me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> yey.
VERY pleased to see this <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
TalesinOur own little well of hateJoin Date: 2002-11-08Member: 7710NS1 Playtester, Forum Moderators
Yes, a number of threads have hit 100 pages (default forum view mode)... most of them are locked though. As this one will be once its purpose has been served.
<!--QuoteBegin--Lazer+Dec 9 2003, 07:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Dec 9 2003, 07:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Has a thread ever hit 100 pages..? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Take a look at the artwork forum, the official sig and avatar post is reaching page 119 soon!
<!--QuoteBegin--Lazer+Dec 9 2003, 07:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Dec 9 2003, 07:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Has a thread ever hit 100 pages..? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Im pretty sure you guys have the honour of the first to hit 100 in the mapping forum.
DruBoBack In BeigeJoin Date: 2002-02-06Member: 172Members, NS1 Playtester
<!--QuoteBegin--Umbraed Monkey+Dec 11 2003, 11:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Umbraed Monkey @ Dec 11 2003, 11:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Im pretty sure you guys have the honour of the first to hit 100 in the mapping forum. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Mmm, not so sure about that one. There was a huge big fiasco about ns_eclipse way back in the day, where KFS was going to give up on it and hand the source files off to someone else. I think that and what followed in that thread probably hit about 100pages.
But the first to hit 100 in <b>this</b> mapping forum, sure. The other was on the ikonboard.
Comments
~ DarkATi
And no, as I said at the time, I'm GOING down *next* saturday. Meaning the saturday after this saturday coming up. Which has passed by, making it *this* Saturday now. Bah. Read with context!
I...
am...
soooooooooooooo confused...
<!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
~ DarkATi <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Not sure if you already knew this DarkATI, but if you're just tweaking RAD values there's a way to get HLRAD to save 80% of the work it does and make future compiles much, much faster. You need to have enough disk space to hold all of the lighting information (which is usually several hundred megabytes), but loading it from disk is much faster than calculating it from scratch. For your first compile, use HLRAD's -incremental switch. For each compile after that, tweak your RAD settings, run only HLRAD, and leave -incremental checked.
~ DarkATi <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Not sure if you already knew this DarkATI, but if you're just tweaking RAD values there's a way to get HLRAD to save 80% of the work it does and make future compiles much, much faster. You need to have enough disk space to hold all of the lighting information (which is usually several hundred megabytes), but loading it from disk is much faster than calculating it from scratch. For your first compile, use HLRAD's -incremental switch. For each compile after that, tweak your RAD settings, run only HLRAD, and leave -incremental checked. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Sounds fun to me.
So it only recalculates the tweaked values?
~ DarkATi
~ DarkATi <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Not sure if you already knew this DarkATI, but if you're just tweaking RAD values there's a way to get HLRAD to save 80% of the work it does and make future compiles much, much faster. You need to have enough disk space to hold all of the lighting information (which is usually several hundred megabytes), but loading it from disk is much faster than calculating it from scratch. For your first compile, use HLRAD's -incremental switch. For each compile after that, tweak your RAD settings, run only HLRAD, and leave -incremental checked. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Sounds fun to me.
So it only recalculates the tweaked values?
~ DarkATi <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
It saves the patch vis and distance information, so that you can skip the following steps:
BuildVisLeafs
MakeScales
SwapTransfers
If you look at your RAD log from your last compile, those steps should be taking up the majority of your compile time. Running -incremental writes out the result of those steps to file the first time, and then reads the data back in from file each time after that instead of running those steps over again. It still needs to calculate all of the light values, but it's starting with many of the input variables (distances and falloff values) already solved.
It's much, much faster, but it only works if the level geometry hasn't changed.
GET THE MAP INCLUDED WITH THE RELEASE OF 3.0
I'm sorry but I can't take it any longer, Nancy has been in the works for too long and I am freaking out when I read this thread.
I NEED HER
I love you guys to death for remaking this map, but if you don't all hurry the hell up, I'm going to have to make threats to each of you. If you think that I'm kidding, just you wait till I show up outside your bed room window, kidnap you, dress you up in a cub scout uniform and drop you on Michael Jacksons door step! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Not to mention that I can start calling my fellow marines "nancy boy" again. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
keep on the good work.
i think all ns player love you for doing this <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I can see it! It's now more closer now...! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Anyway, glad its coming along nicely.
Well, perhaps not that useless, if I contribute this:
Keep up the good work guys!
Take a look at the artwork forum, the official sig and avatar post is reaching page 119 soon!
Keep up the good work guys, i luvs Nancy
ND
Im pretty sure you guys have the honour of the first to hit 100 in the mapping forum.
much <3 for your hard work, guys.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Mmm, not so sure about that one. There was a huge big fiasco about ns_eclipse way back in the day, where KFS was going to give up on it and hand the source files off to someone else. I think that and what followed in that thread probably hit about 100pages.
But the first to hit 100 in <b>this</b> mapping forum, sure. The other was on the ikonboard.
EDIT: 400th post and 101 page!