[QUOTE=GameDev;36831060][url=http://garry.tv/post/27483335001/gmod-13-release-date]Expect it before then[/url][/QUOTE]
I'm going to hold you to it.
So since the summer sale is going on, I've decided to not release all the additional content initially because you're dumb if you didn't pick up p2 and l4d2.
If I get enough complains I'll consider uploading the required content in a spare addon.
Just curious, how much ram does both of these games together take up?
I don't want to have to buy and install both of these games just so I can mount them on GMod 13 so that I can play the map that uses 1/4 of their content and end up not having much space left. The money isn't a problem for me. I'm just paranoid about the amount of space I'll probably lose from installing Portal 2 and L4D2.
Last time I checked, I think you need to have these games installed now in order to mount them on Gmod 13.
[QUOTE=Skerion;36873753]Just curious, how much ram does both of these games together take up?
I don't want to have to buy and install both of these games just so I can mount them on GMod 13 so that I can play the map that uses 1/4 of their content and end up not having much space left. The money isn't a problem for me. I'm just paranoid about the amount of space I'll probably lose from installing Portal 2 and L4D2.
Last time I checked, I think you need to have these games installed now in order to mount them on Gmod 13.[/QUOTE]
You say ram but you mean harddrive space.
Portal 2:
[IMG]http://puu.sh/KwOb[/IMG]
L4D2:
[IMG]http://puu.sh/KwOO[/IMG]
7.6 + 13 = 20.6
Your answer, which you could've found out easily if you actually looked, is 20.6gb.
I guess it should be fine, then.
[QUOTE=Skerion;36873753]Just curious, how much ram does both of these games together take up?
I don't want to have to buy and install both of these games just so I can mount them on GMod 13 so that I can play the map that uses 1/4 of their content and end up not having much space left. The money isn't a problem for me. I'm just paranoid about the amount of space I'll probably lose from installing Portal 2 and L4D2.
Last time I checked, I think you need to have these games installed now in order to mount them on Gmod 13.[/QUOTE]
RAM? i think you mean hdd.
Portal 2 is actually more of 10-11gb [IMG]http://i48.tinypic.com/bfgqbt.png[/IMG]
[QUOTE=Stiffy360;36874799]Portal 2 is actually more of 10-11gb [IMG]http://i48.tinypic.com/bfgqbt.png[/IMG][/QUOTE]
shush you
L4D 1/2 are on sale again...
[sub]I'm looking at all of you who rated me disagree[/sub]
[QUOTE=GameDev;36919304]L4D 1/2 are on sale again...
[sub]I'm looking at all of you who rated me disagree[/sub][/QUOTE]
But not Portal 2 :(
I wanted to get it during the Summer Sale when it was on sale, but I was unable to do so. Hopefully I actually can get it when it goes on sale again, or just deal with having missing Portal 2 content.
Progress?
I'm setting prop fade on all of the models right now. I'll look into other means of optimization, but so far we're looking at about 30-40fps.
[QUOTE=GameDev;37042199]I'm setting prop fade on all of the models right now. I'll look into other means of optimization, but so far we're looking at about 30-40fps.[/QUOTE]
I hope you are gonna add nodes. and how about fading props? like have some trees and foliage fade at long distances.
[QUOTE=GameDev;37042199]I'm setting prop fade on all of the models right now.[/QUOTE]
[QUOTE=Stiffy360;37043983]and how about fading props? like have some trees and foliage fade at long distances.[/QUOTE]
Stiffy, you continue to amaze me.
[QUOTE=Pyth;37044000]Stiffy, you continue to amaze me.[/QUOTE]
Yes I do. :suicide:
[QUOTE=Stiffy360;37043983]I hope you are gonna add nodes.[/QUOTE]
[QUOTE=GameDev;34453309]So the mildly unfortunate news is that Entdata is over 130% with cordon on around the hospital and other areas, and I'll probably have to delete all the info_nodes.[/QUOTE]
you are one of a kind stiffy
It's generally a good idea on big maps to make all props fade at some distance, unless they're huge landmarks. Small props should just fade more quickly.
Also, if you want brushes to fade (unless you use propper on them), you should make them into a func_lod. Be warned that func_lods do not contribute to lightmaps or chop up visleafs, so they should only be used on brushes that don't separate indoor and outdoor areas.
If you want lightmapped shadows for a func_lod, copy the brush and change the copy's materials to "nodraw" or "block light".
Additionally, you may want to look into adding a env_fog_controller with a far z clip plane. What this does is it adds a limit to the objects that the player sees in the distance, similarly to the fog end distance, but this prevents the objects beyond it from being drawn.
If you want a smooth horizon, and there is a 3d skybox, include some mountain horizons from episode 2, or left 4 dead's horizon textures, in a cyllinder around the skybox camera, and set the fog in the skybox to the same color as the ground fog, and make sure taht the sky fog's end is before the horizon
cylinder. If you've doen this correctly, the visible areas should transition to a flat horizon seamlessly.
If there isn't a 3d skybox, you can edit the skybox texture to include a horizon that is the same color as the fog controller. (This is cheaper, but requires knowledge of image editing software)
Finally, I'd recommend you use areaportals, areaportalwindows, and occluders, but explaining them would take a while, so here is a link instead.
[URL]https://developer.valvesoftware.com/wiki/Occluder[/URL] (or Areaportal)
Good luck, optomization can be a bitch.
wait. This is your first post, and you're telling GameDev how to map?
Hahahahahahahaha
[QUOTE=Rowtree;37049399]wait. This is your first post, and you're telling GameDev how to map?
Hahahahahahahaha[/QUOTE]
First post doesn't mean he is a moron, or doesn't know how things roll. (but it usually does) Heck, I see people with hundreds of posts post stupid things (like me)
He's probably someone's alt.
Some of that I didn't actually know
The main problem with the map's optimization is there are few opportunities to use areaportals, and even if there is an opportunity it doesn't make a really big difference. Prop fade did help a lot though, I'm getting 30fps in areas where I got 10fps.
(This was all on fast compile, VIS full is compiling right now and it's been over 10 hours and it's still not done)
[QUOTE=GameDev;37052970]Some of that I didn't actually know
The main problem with the map's optimization is there are few opportunities to use areaportals, and even if there is an opportunity it doesn't make a really big difference. Prop fade did help a lot though, I'm getting 30fps in areas where I got 10fps.
(This was all on fast compile, VIS full is compiling right now and it's been over 10 hours and it's still not done)[/QUOTE]
Check and see what vvsis is choking on. (also have you done func_viscluster?)
[QUOTE=Stiffy360;37057218](also have you done func_viscluster?)[/QUOTE]
literally everywhere.
It's been on portal flow for 14 hours :v:
[QUOTE=GameDev;37058759]literally everywhere.
It's been on portal flow for 14 hours :v:[/QUOTE]
My God, freeman. /rebel voice. You better hope hammer or the compiler doesn't crash. Something is probably choking it. after the compile go see what it is. A curved surface on my map skyrocketed the compile time.
[QUOTE=Stiffy360;37058864]My God, freeman. /rebel voice. You better hope hammer or the compiler doesn't crash. Something is probably choking it. after the compile go see what it is. A curved surface on my map skyrocketed the compile time.[/QUOTE]
VBCT
I really hope that that is final compile.
So...i have a white padded cell booked for a mr gamedev...
Just out of interest, how many threads how you got that map compiling on?
Pretty sure threads count for a lot. May be worth trying to set up [URL="https://developer.valvesoftware.com/wiki/VMPI"]VMPI[/URL] so that it can compile the VVIS somewhere else (although it says the VRAD won't work for the OB version of VMPI).
Just a thought.
oh god no
it's because there's an areaportal leak
I thought i removed them all because they weren't working
[editline]1[/editline]
im a moron please shoot me
[QUOTE=GameDev;37067513]oh god no
it's because there's an areaportal leak
I thought i removed them all because they weren't working
[editline]1[/editline]
im a moron please shoot me[/QUOTE]
No area portals??? O.o
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