<!--QuoteBegin-Supernorn+Apr 3 2005, 08:36 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Supernorn @ Apr 3 2005, 08:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm so tired of this. Why cant you guys stop winding each other up for one second. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> ... and spend your energy (it seems you still have too much of it) on mapping instead of bashing each other.
nobody cares if anybody dont like another.
but we do care for beautiful maps, no matter who created them <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
i hate it when. say, someone does somethin stupid and insults someone, that person gets angry and responds. and everyone else gets mad at the 2nd person, not the one that took the first shots and started it all. same happened with nexus, we all got yelled at for being mean, when he was the one who, well, ya all know that story. im tired of readin posts from GB, he is stubborn and puts down others cause they have diff opinions, and most often, they are the better way, and he still puts everyone down. its his problem, he should straighten up and learn from his ways.
considering most people are basically saying "your a loser for not using nems batch compiler, or for even looking at it"
and again i have said many times im not going to use it. but it goes in one ear and out the other of most, and people hear what they want to hear. yes, im a stubborn bastard, but thats the way i am.
stop flaming me for being an idiot, and motovate moconnor to finish this map, hes doing a great job.
Thanks GB. Well at least you admit to your stubborness.I cannot say anymore to you after seeing the flaming you just got and yet you still accept that you are just plain stubborn.again thanks.
ssjyoda: If I find the time in the coming weeks I will chat to you about it. But atm i have ALOT on my plate. . ._
Aw isn't this cute. See how nice you <b>can</b> get along <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Moconnor laid the hurt on GB. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Edit: And on a side note, I have now kinda taken moconnor's place for a while working on fenris, as he is really busy for the moment. So far I've done a big clipnode reduction, and reduced an enormous amount of entities without removing any detail.
I have now almost finished with getting the map together and set up before I start to redo and move a lot of the areas. All that's left is the readyroom and Biotech hive.
After leaving my computer on all day compiling the map while I was at school, it works, but RAD getting an error would be an understatement. Try getting so many errors that the .LOG file that the compile creates is, say, 230MB. It's really only actually 1 error, but there's so many... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->GatherLight: Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?) Warning: Too many direct light styles on a face(?,?,?)<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
That's not even close to being 1/10th of the amount that's in the .LOG.
<!--QuoteBegin-GiGaBiTe+Apr 2 2005, 06:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Apr 2 2005, 06:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> what because i dont follow the crowd in its fads? laugh all you want, i really dont care. i setup my computer for compiling according to how i want to, not how you or anyone else determines it should be. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> That'd be like saying I still cook with a fire made with flint and bits of grass because electricity is a fad.
<!--QuoteBegin-Spacer+Apr 27 2005, 04:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spacer @ Apr 27 2005, 04:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-GiGaBiTe+Apr 2 2005, 06:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Apr 2 2005, 06:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> what because i dont follow the crowd in its fads? laugh all you want, i really dont care. i setup my computer for compiling according to how i want to, not how you or anyone else determines it should be. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> That'd be like saying I still cook with a fire made with flint and bits of grass because electricity is a fad. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I'll be honest here. When I compile something I've generally got better things to do than sit here and watch it.
Now, I use batch compiler. Nonetheless, batch compiler has never made my maps better, more thoughtfully-designed or gotten rid of leaf errors. It has neither made my map more complex nor textured anything nor helped me with complex brushwork.
It is not a prerequisite for mapping, it never was, and it never will be. Most folks can get along just fine without idiot checkboxes and a progress bar.
Hurray for continuing a fight that's been over for quite some time... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
i dont see how it takes you guys all day to compile fenris. i clocked the compile i made at 35.21 minutes..
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It is not a prerequisite for mapping, it never was, and it never will be. Most folks can get along just fine without idiot checkboxes and a progress bar.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The main reason I use batch instead of vhe's built in compiler is because batch doesn't seem to lock up my computer like VHE did. Plus I like it's interface quite a bit better, it's really easy to change settings.
Ugh, after reading through some sites on how to fix that direct light style error, I tried doing some things and it didn't fix it. I'll look into it some more.
Batch compiler just creates a .bat file, Hammer has 2d/3d views and a windows interface that updates the "progress" of the tools.
The question is: Which one takes up more resources? A **** DOS console or a Windows app with 3d rendering? In fact, you could skip batch compiler and make the .bat file yourself, it would be the same thing... it saves a lot of resources and therefore it takes much less time to compile...
I explained this to you in a PM last time it was brought up, but if you still want to insist...
I see some serious siege distance problems coming up <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
like dubbilex said, most people dont need idiot checkboxes to compile a map. im one of the people that dont, so get over it. in fact its not even relevant in this topic anymore so stop derailing this and let it continue.
like dubbilex said, most people dont need idiot checkboxes to compile a map. im one of the people that dont, so get over it. in fact its not even relevant in this topic anymore so stop derailing this and let it continue. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> ...
Anyway, I think theres going to be some r_speed issues at a certain place in the map. Take a look at this awesome image i crafted in mspaint (i'm at uni ffs) to show the angles you would look at to screw your w_polies over. I might be wrong about this, but here goes anyway.
Personally I now find Gigabite just too stupid to learn how to use batch. Whatever...
Olmy I'll look into those areas, but for the time being I'm just glad I got it compiled correctly. I'm not sure what the deal is with that one line going directly through the void though... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
Batch compiler just creates a .bat file, Hammer has 2d/3d views and a windows interface that updates the "progress" of the tools.
The question is: Which one takes up more resources? A **** DOS console or a Windows app with 3d rendering? In fact, you could skip batch compiler and make the .bat file yourself, it would be the same thing... it saves a lot of resources and therefore it takes much less time to compile...
I explained this to you in a PM last time it was brought up, but if you still want to insist...
In other news: Back to the original topic.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Cute. Now that you've gotten the last word, we can get back to the thread. This reminds me of why I never come to this forum anymore.
I do find it somewhat curious that you're so against using batch compiler since there are several advantages to it, but maybe if you wanted to stop sounding like a buffoon, you could just stop commenting when people question you about using bc.
(I allways was against the batch compiler... till I found out how to use it. Im admit I was a moron. now I cant believe that anyone would get along without it.) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I think Olmy is right here. thats somewhat cruel corridor. you dont even have to mention r_speeds. what about line of fire? that center area looks terrible in all ways.
lets point it out: - r_speeds - siege distances ("ghostsieges") - line of fire
anything else? someone should work that out fast before anyone realizes it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
The map gives no indication of height or blockage so it would be better to run though the map. I do remember several places where they were long ladders down connecting 2 areas
fenris actually looks bigger than it did before. the extension off marine start is new unless it was another part of the map that was moved.
and enough about the damn batch compiler. the only thing it "helps" you with are the commands with its idiot checkboxes. it uses the same tools that hammer does. zhlt 3.2.1
since i know most of the commands for the compile tools, i dont need reminders. the batch compiler is for idiots that dont know what the compiler options are.
thank you mendasp for starting the batch compiler war again. how bout you finish your map remakes for blackmesa source instead of starting flame wars. they look very good.
<!--QuoteBegin-GiGaBiTe+Apr 29 2005, 09:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Apr 29 2005, 09:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> fenris actually looks bigger than it did before. the extension off marine start is new unless it was another part of the map that was moved.
and enough about the damn batch compiler. the only thing it "helps" you with are the commands with its idiot checkboxes. it uses the same tools that hammer does. zhlt 3.2.1
since i know most of the commands for the compile tools, i dont need reminders. the batch compiler is for idiots that dont know what the compiler options are.
thank you mendasp for starting the batch compiler war again. how bout you finish your map remakes for blackmesa source instead of starting flame wars. they look very good. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Hopefully Giga this will make you realise Mendasp's point and prove that he is correct and that you in fact are calling 95% of mappers stupid.
Comments
... and spend your energy (it seems you still have too much of it) on mapping instead of bashing each other.
nobody cares if anybody dont like another.
but we do care for beautiful maps, no matter who created them <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
NICE WORK <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
considering most people are basically saying "your a loser for not using nems batch compiler, or for even looking at it"
and again i have said many times im not going to use it. but it goes in one ear and out the other of most, and people hear what they want to hear. yes, im a stubborn bastard, but thats the way i am.
stop flaming me for being an idiot, and motovate moconnor to finish this map, hes doing a great job.
ssjyoda: If I find the time in the coming weeks I will chat to you about it. But atm i have ALOT on my plate. . ._
Edit: And on a side note, I have now kinda taken moconnor's place for a while working on fenris, as he is really busy for the moment. So far I've done a big clipnode reduction, and reduced an enormous amount of entities without removing any detail.
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->GatherLight:
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
That's not even close to being 1/10th of the amount that's in the .LOG.
That'd be like saying I still cook with a fire made with flint and bits of grass because electricity is a fad.
That'd be like saying I still cook with a fire made with flint and bits of grass because electricity is a fad. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I'll be honest here. When I compile something I've generally got better things to do than sit here and watch it.
Now, I use batch compiler. Nonetheless, batch compiler has never made my maps better, more thoughtfully-designed or gotten rid of leaf errors. It has neither made my map more complex nor textured anything nor helped me with complex brushwork.
It is not a prerequisite for mapping, it never was, and it never will be. Most folks can get along just fine without idiot checkboxes and a progress bar.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It is not a prerequisite for mapping, it never was, and it never will be. Most folks can get along just fine without idiot checkboxes and a progress bar.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
damn straight.
Ugh, after reading through some sites on how to fix that direct light style error, I tried doing some things and it didn't fix it. I'll look into it some more.
Batch compiler just creates a .bat file, Hammer has 2d/3d views and a windows interface that updates the "progress" of the tools.
The question is: Which one takes up more resources? A **** DOS console or a Windows app with 3d rendering? In fact, you could skip batch compiler and make the .bat file yourself, it would be the same thing... it saves a lot of resources and therefore it takes much less time to compile...
I explained this to you in a PM last time it was brought up, but if you still want to insist...
In other news: Back to the original topic.
AAAAAH PACKED!!!
I see some serious siege distance problems coming up <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
I DONT CARE.
like dubbilex said, most people dont need idiot checkboxes to compile a map. im one of the people that dont, so get over it. in fact its not even relevant in this topic anymore so stop derailing this and let it continue.
I DONT CARE.
like dubbilex said, most people dont need idiot checkboxes to compile a map. im one of the people that dont, so get over it. in fact its not even relevant in this topic anymore so stop derailing this and let it continue. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
...
Anyway, I think theres going to be some r_speed issues at a certain place in the map. Take a look at this awesome image i crafted in mspaint (i'm at uni ffs) to show the angles you would look at to screw your w_polies over. I might be wrong about this, but here goes anyway.
Olmy I'll look into those areas, but for the time being I'm just glad I got it compiled correctly. I'm not sure what the deal is with that one line going directly through the void though... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
Batch compiler just creates a .bat file, Hammer has 2d/3d views and a windows interface that updates the "progress" of the tools.
The question is: Which one takes up more resources? A **** DOS console or a Windows app with 3d rendering? In fact, you could skip batch compiler and make the .bat file yourself, it would be the same thing... it saves a lot of resources and therefore it takes much less time to compile...
I explained this to you in a PM last time it was brought up, but if you still want to insist...
In other news: Back to the original topic.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Cute. Now that you've gotten the last word, we can get back to the thread. This reminds me of why I never come to this forum anymore.
Good luck to you all.
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1114762720.jpg' border='0' alt='user posted image' />
I think Olmy is right here. thats somewhat cruel corridor. you dont even have to mention r_speeds. what about line of fire? that center area looks terrible in all ways.
lets point it out:
- r_speeds
- siege distances ("ghostsieges")
- line of fire
anything else? someone should work that out fast before anyone realizes it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
btw: the layout is 100% confusing.
<span style='color:green'>Green Circle</span> = Hive
<span style='color:yellow'>Yellow Square</span> = RT
<span style='color:brown'>Brown Square</span> = Big Elevator Shaft Ladder Thingy
Oh and I forgot to add a Yellow Square (RT) right next to the bottom hive. So just pretend it's there.
and enough about the damn batch compiler. the only thing it "helps" you with are the commands with its idiot checkboxes. it uses the same tools that hammer does. zhlt 3.2.1
since i know most of the commands for the compile tools, i dont need reminders. the batch compiler is for idiots that dont know what the compiler options are.
thank you mendasp for starting the batch compiler war again. how bout you finish your map remakes for blackmesa source instead of starting flame wars. they look very good.
and enough about the damn batch compiler. the only thing it "helps" you with are the commands with its idiot checkboxes. it uses the same tools that hammer does. zhlt 3.2.1
since i know most of the commands for the compile tools, i dont need reminders. the batch compiler is for idiots that dont know what the compiler options are.
thank you mendasp for starting the batch compiler war again. how bout you finish your map remakes for blackmesa source instead of starting flame wars. they look very good. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Hopefully Giga this will make you realise Mendasp's point and prove that he is correct and that you in fact are calling 95% of mappers stupid.