My dedicated server crashes when I load this map, I have no way of telling what the error is either, it says "PREP OK" then just closes.
Fixed: Needed to add +r_hunkalloclightmaps 0 to the command line.
[QUOTE=00nothingxd;41722643]Where do i get the missing textures? Like the grass the PD rock wall and the water?[/QUOTE]
Half Life Episode 2 and Episode 1. I added a banner to hopefully prevent anymore of this question as I forgot to add the requirements to the OP. Sorry for not doing so earlier.
Time to switch the PERP map! Hell yeah! C:
HOLY FUCKING GOD YES... I loooove the map sgt THANK YOU
Very nice work :)
It's been fun seeing the evolution of this map, And it does actually feel like a city evolving on it's own. Keep up the good work, It's great :)
I crash sometimes in the skybox, never did that on v33x, might be a bug?
there's a skybox? I always thought it was just a 2d sky even in 33 and 17. (Still use those by the way)
The download link crashes my internet please add a mirror...
Free Mirror: [URL]http://www.mediafire.com/download/8agn49r8nen3nn9/RP_EvoCity_v4b1.rar[/URL]
~~~BUGS I noticed~~~
[IMG]http://cloud-2.steampowered.com/ugc/612773448283955995/98B0815F2F9B5002D513803C8033EC34E34F04B8/[/IMG]
Seems a little too dark...the chairs.
[thumb]http://cloud-2.steampowered.com/ugc/594759049830691553/FC0E8764031CB35677E41DD3A1C2AD3C82213935/[/thumb]
Found a nodraw on the curb across the street from the club.
Have you considered using dynamic props for the outside areas so that they're dynamically lit instead of having dark trees and such during daytime?
I know likely I'll be resented for this but, could I perchance have a version of the cars with their wheels separate? I would love to make them into Sakarias Cars.
Another perfect opportunity for some constructive feedback, and of course the necessary nitpicking.
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[thumb]http://i.imgur.com/eOad5DC.png[/thumb]
These chairs aren't solid. Not sure if on purpose.
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[thumb]http://i.imgur.com/oUx4oid.jpg[/thumb]
The door on the left with the bullet holes is missing the door texture.
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[thumb]http://i.imgur.com/9xGcMEL.jpg[/thumb]
This lower place needs some stairs so it's easier to walk out of it. Having to crouch-jump to get out is annoying.
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[thumb]http://i.imgur.com/TZaGDtf.png[/thumb]
The right door works, the left door does not. You probably forgot to turn the brush into two doors, as the wireframe shows.
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[thumb]http://i.imgur.com/6WbRugX.jpg[/thumb]
Left wall has ugly texture compared to the rest of the room.
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[thumb]http://i.imgur.com/YP9YaAg.png[/thumb]
Same building as in the above picture. The door likes to Z-fight with the building when it's opened. (Texture quality was tuned down for visibility)
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[thumb]http://i.imgur.com/gsPUcsm.jpg[/thumb]
Ugly texture that doesn't fit room inside the warehouse.
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[thumb]http://i.imgur.com/k9TotfF.jpg[/thumb]
Consider turning off the shadows for these fences. Makes the wall look ugly.
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[thumb]http://i.imgur.com/VujdPVz.jpg[/thumb]
The garage of this house is very dark. It's hard to find the garage door button.
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[thumb]http://i.imgur.com/maLkZlZ.jpg[/thumb]
Same house, ugly randomly cutting off wall texture.
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[thumb]http://i.imgur.com/LiFfGYI.jpg[/thumb]
Road zfight!
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[thumb]http://i.imgur.com/XcKoI19.png[/thumb]
Displacement not aligned to brush
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[thumb]http://i.imgur.com/5xaxmOu.jpg[/thumb]
Side of this kitchen counter has a quarter of a drawer.
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[thumb]http://i.imgur.com/fEKk6MP.jpg[/thumb]
Missing some textures here.
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[thumb]http://i.imgur.com/DTA34Hv.jpg[/thumb]
When you open the garage door of this building it sticks out of the roof.
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[thumb]http://i.imgur.com/VXGVm22.jpg[/thumb]
Another Z fight near the city entrance tunnel.
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[thumb]http://i.imgur.com/CRkiYZz.png[/thumb]
Same road as above but at the opposite side, displacement seems to not properly align with the world creating a gap.
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[thumb]http://i.imgur.com/Z54JKFT.jpg[/thumb]
Roads to the hospital don't line up properly.
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[thumb]http://i.imgur.com/7C9Bjel.jpg[/thumb]
I always wondered how hospital workers would enter this area. I don't think climbing over the counter is that convenient.
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[thumb]http://i.imgur.com/7C9Bjel.jpg[/thumb]
[thumb]http://i.imgur.com/7H0iP0R.png[/thumb]
Missing decal material? I see these little purple and black dots all over the map, and I do have EP1 and EP2 installed afaik.
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[thumb]http://i.imgur.com/5wDzrP9.png[/thumb]
Jail control panel starts z-fighting from a distance due to floating point imprecision. Consider moving the texture a bit to the front.
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And finally, same as TDM mentioned. Many outdoors props simply have terrible dark light baked into them. Consider turning most outdoor props into prop_dynamic entities so their lighting updates dynamically according the the light_environment settings. GMod generally supports up to 8192 entities and evocity only has around 1150 right now. VBSP also supports up to 8k so that shouldn't cause problems. Another pro of using prop_dynamic entities is that server owners can remove them when building something.
Don't call on me if this doesn't work, but you could also try out [url=https://developer.valvesoftware.com/wiki/Advanced_Lighting#-staticproplighting]-staticproplighting[/url] to see if that will bake the different light levels of the light_environment into the static props. I personally haven't ever used this. I did read that it will increase the BSP size and compile times because you're creating a lot more lightmaps for each static prop.
Found a secret log under the road?
[IMG]http://puu.sh/3VxTZ[/IMG]
[QUOTE=maurits150;41737050]Another perfect opportunity for some constructive feedback, and of course the necessary nitpicking.
BUGS
[/QUOTE]
Thank you.... a lot... a lot, a lot. Also thanks for all the photos no more guessing of locations that people tell me. I will fix most of those plus a few others I came across and some texture alignment issues in the industrial area.
The only things that aren't bugs are the ones in the new club. Except the stairs and you forgot the ladder that isn't there to the dj booth thing. The door that is the same wall texture was done on purpose. I wanted to try to blend it in since it doesn't lead to the patio it is for moving things in and out etc. The non working door that used to work was to keep people from entering other doors. Hence the gate to the rear area. In case you have a bouncer or something idk. The booth models are like since that model never had a collision. I will have to recompile it at some point. But for now it will do. I will add a door in the hospital. I never did before because it was set up for perp npc's and each brush counts right now.
I did experiment with -staticproplighting, had great results until I tried to play around on the map. It had too much lightmap data or something and it made it crash my game. So I had to opt just for -final instead. I also experimented with dynamic props.. results also were not good. Less framerate and eventual crash after leaving one area and going to another. This as of right now is the best I can get out of this map. It is so old and held together by rubber bands and chewing gum. I am trying though.
[QUOTE=Jeremey Kingrey;41739033]Found a secret log under the road?
[IMG]http://puu.sh/3VxTZ[/IMG][/QUOTE]
Not a secret anymore. Thanks a lot. Now I have to move it.
Great map, only thing I have noticed is my fps will drop from 100+ to 10 when I'm in front of and looking at the hospital, does this happen to anyone else?
Watch this never be used by modified....... Otherwise great map, greatly improved from v33
Also, what happened to that elevator maintenance ladder you said you were going to add? Was looking forward to that :( lol. Other than that, great map which will be even better when the mentioned bugs are fixed. Additionally, I may have some further suggestions/bugs with the map but right now I'm unable to provide many. Speaking of which, I would like to ask about the land where the white suburbs house was. Is there any specific reason why it was left empty? Maybe you should add something there so it doesn't look so empty. Anyways, that about it for now although ill post another reply when I manage to do so with a few more ideas and suggestions.
I'm not the biggest fan of the themes of the new nightclubs, but maybe that's just me.
Gotta say, I think this is my favorite EvoCity out of the lot. I love how the motel has been restored, the tunnels are lit up, and the Downtown shops don't have a "for rent" sign on them anymore.
Now time for the bug report (maurits150 already reported a lot I found):
[thumb]http://cloud-2.steampowered.com/ugc/633039646621371695/5BD91B2AED5A0CA84A64EB0C2E3D509F011E6FF7/[/thumb]
Just a minor complaint, but this sign doesn't match up with the grey area.
[thumb]http://cloud-3.steampowered.com/ugc/633039646621920873/5FF81DE460C09FAAF2966BFBA9BB903E43F119FF/[/thumb]
These gas pumps are darker than normal.
[thumb]http://cloud-2.steampowered.com/ugc/633039646621925007/CE6D9A44CEE0D0D08EA04B84C18B7FA0592FFEDD/[/thumb]
Something funky's going on with this cobweb.
[thumb]http://cloud-2.steampowered.com/ugc/633039646621932854/4EDD22082B302C92B6104774EEC22A598382A4B2/[/thumb]
[thumb]http://cloud-3.steampowered.com/ugc/633039646621928489/93245F838EECDF0EE2AFC8272CEAD6DE05379550/[/thumb]
Despite these lights being on, the models themselves don't show it.
[thumb]http://cloud.steampowered.com/ugc/633039646621927053/7E3D517CD427689E1B31196193916A4B3FE6BD2A/[/thumb]
The fences back here are floating slightly. I don't know if this was intentional or not.
[thumb]http://cloud-2.steampowered.com/ugc/633039646621931138/EFD1AEA9F28F5893D93C82FE838CD8C2FEF1F7AE/[/thumb]
This has been bugging my since the first EvoCity, but I'm surprised there's still no parking strips in here.
[thumb]http://cloud-2.steampowered.com/ugc/633039646621936126/7DDFC00C3F51B9DF5496FAF4973DD501AECEB566/[/thumb]
These counters back here should be static props, not physics props.
[thumb]http://cloud-2.steampowered.com/ugc/633039646621937042/682D21C3D43E2598A20583A6957ABF09467CC1EC/[/thumb]
Only this waterfall has sound for some reason.
[thumb]http://cloud-4.steampowered.com/ugc/633039646621938972/45319725FC729849B4CCED71473D698876F032B8/[/thumb]
All the tunnel roads don't match up with the regular roads.
[thumb]http://cloud-2.steampowered.com/ugc/633039646621942489/4FEEE1E93D661A458BA5144D94C5C17FB104EFB6/[/thumb]
Bad shadows above the windows and on the wooden fence, and something doesn't look right with the roof.
[thumb]http://cloud-3.steampowered.com/ugc/633039646623646645/4A81E0E7927178B59B35579903D6101ECEED064C/[/thumb]
The road on the left doesn't match up with the road on the right, and the corner roads are a different material altogether.
[thumb]http://cloud-3.steampowered.com/ugc/633039646623647777/EEC368ECD5C445EDB2DE061C29E8A181577205E3/[/thumb]
Those tiles on the motel pool are misaligned.
And that's all I have to report. Other than that, great map Sergent.
I'm missing alot of textures when i've downlaoded this. Especially grass textures and the water at the beach looks like wireframe. Is there any other map I need?
I agree with all the bug reports, many of which I thought were going to be fixed but I understand the process isn't so easy sooo, yeah. Anyways, in addition to these bugs/suggestions, I have a few, some of which may of already been mentioned by me or other people:
- Improve the Elevator spawn positions and where each floor stop is (Currently aren't correctly aligned)
- Touch up / slightly modify the interior furnishing of the Nexus ground floor (Some of it just doesn't look right, no offence)
- Light up the Nexus garage (Really dark at the moment)
- Solidify the hollow models in the map (de_tides fences, tree clusters... etc)
- Darken or modify the suburbs houses balcony sliding glass doors (Currently barely visible)
- Add those elevator maintenance/emergency ladders? :) Pretty please haha
- Add some more bank-like interior furnishing to the inner city bank
- Spice up the Car Dealership a bit (Currently a bit too empty)
- Add a parking area for the apartments residents with a boom gate for security (There's some adequate space on the left side of the building for this)
- Fill the empty suburbs area where the white subs house used to be with something
- Fill the area in suburbs where the glitchy water used to be (Pointless if there's no water, right?)
- Add that awesome KFC you made or modify the current Burger King?
- Improve the police department door control panel (Bit buggy with the new layout, doesn't open some of the doors properly)
I feel like the general quality of evocity maps has been declining since rp_evocity2_v2p (All maps after 2_v2p not 2_v2p itself)
Google chrome saved me don`t need mirror links anymore...
[QUOTE=Sgt.Sgt;41740964]Thank you.... a lot... a lot, a lot. Also thanks for all the photos no more guessing of locations that people tell me. I will fix most of those plus a few others I came across and some texture alignment issues in the industrial area.
The only things that aren't bugs are the ones in the new club. Except the stairs and you forgot the ladder that isn't there to the dj booth thing. The door that is the same wall texture was done on purpose. I wanted to try to blend it in since it doesn't lead to the patio it is for moving things in and out etc. The non working door that used to work was to keep people from entering other doors. Hence the gate to the rear area. In case you have a bouncer or something idk. The booth models are like since that model never had a collision. I will have to recompile it at some point. But for now it will do. I will add a door in the hospital. I never did before because it was set up for perp npc's and each brush counts right now.
I did experiment with -staticproplighting, had great results until I tried to play around on the map. It had too much lightmap data or something and it made it crash my game. So I had to opt just for -final instead. I also experimented with dynamic props.. results also were not good. Less framerate and eventual crash after leaving one area and going to another. This as of right now is the best I can get out of this map. It is so old and held together by rubber bands and chewing gum. I am trying though.
Not a secret anymore. Thanks a lot. Now I have to move it.[/QUOTE]
Sad to hear that dynamic props didn't work out. The crash sounds odd, I don't see any reason for crashes when having a high number of dynamic props. The only cause that I can come up with, is because some models aren't made to be a prop_dynamic. You could use the cordon tool to figure out which part of the map and eventually which model crashes. For the performance issue, you could consider disabling the collision on unimportant dynamic props (having trees without collision is better then having black trees after all). You could also apply fade distances on dynamic props to simply fade them out after a certain distance.
As for the brush count. I have personally used [url=https://developer.valvesoftware.com/wiki/Propper]propper [/url] to take out hundreds of brushes from my maps. As long as the lighting is uniform it's hardly noticeable. I guess you've already used propper because I see that some things such as building frames and door posts are models. But there are many other things you should consider turning into a model with propper to reduce your brush count. Here are some examples.. I'm using mat_wireframe 3 in the pics.
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[thumb]http://i.imgur.com/YH2J5f6.jpg[/thumb]
These stairs in the downtown motors building.
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[thumb]http://i.imgur.com/xeicO3R.jpg[/thumb]
These stairs.
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[thumb]http://i.imgur.com/WKAAwBW.jpg[/thumb]
I see that you use these doors everywhere. I can already count 22 doors that look very similar in less than a minute. Each door has 7 brushes. (left, right, top, bottom, middle, glass top, glass bottom) You can already save over 154 brushes just by turning this door into a model and reusing it.
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[thumb]http://i.imgur.com/WGPhsmt.png[/thumb]
[thumb]http://i.imgur.com/sfNhd3W.png[/thumb]
[thumb]http://i.imgur.com/dKjCC9H.png[/thumb]
Windows and door frames, decoration etc, if you have the time or care to turn them into props.
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And I saw some other 'brush' oddities but I do not know if vbps caused these during compilation or if these are actually in your VMF. But yeah there are many opportunities for lowering your brush count. Simply changing [url=http://i.imgur.com/mWdRstJ.png]how windows are laid out[/url] in your walls can save a brush or two; apply to all buildings and save dozens.
[QUOTE=Garrison;41742162]I'm not the biggest fan of the themes of the new nightclubs, but maybe that's just me.[/QUOTE]
It's one of those things I did for me. I like that style. It fit the building. The larger side is not yet complete either. I want to change the layout a bit more add more custom models. It's more of an industrial metal type club. I am not the biggest fan of rap which is usually what people are playing in the other club so I wanted something more fitting of my music.
Also thank you everyone so far who has left feeback and bug reports. I am working on fixing them this week. Fixed a lot of the z-fights. Fixed a few others that were not posted. This weekend may be filled with modeling I am not sure.
I also have a question. Has anyone spotted the NODRAW yellow texture anywhere in the map? I get the nodraw on displacement surface error in vbsp but noclipping around for hours I have not been able to find it. It shows up 2 or 3 times in the log which means its on more than one surface. If anyone can find it I would very grateful. It is a small error that I can usually ignore but it's pissing me off for some reason. Probably because I can't find it.
The error with the night lights being on is a relic of a gamemode specific function I need to fix. There is an entity that is supposed to change the textures when triggered. I will fix it in the upcoming release. Also the missing texture bug that was posted. The textures for the railings and stuff is in my sicknessmodel svn. I will upload them this weekend. I assumed they were packed sorry for that.
[QUOTE=Sgt.Sgt;41752495]
I also have a question. Has anyone spotted the NODRAW yellow texture anywhere in the map? I get the nodraw on displacement surface error in vbsp but noclipping around for hours I have not been able to find it. It shows up 2 or 3 times in the log which means its on more than one surface. If anyone can find it I would very grateful. It is a small error that I can usually ignore but it's pissing me off for some reason. Probably because I can't find it.
[/QUOTE]
[thumb]http://i.imgur.com/RriN2tR.jpg[/thumb]
Your waterfall, lol.
Took me 2 minutes to triangulate with +mat_texture_list
[QUOTE=maurits150;41753252][thumb]http://i.imgur.com/RriN2tR.jpg[/thumb]
Your waterfall, lol.
Took me 2 minutes to triangulate with +mat_texture_list[/QUOTE]
Thank you very much.
[QUOTE=Johnny Guitar;41744486]I feel like the general quality of evocity maps has been declining since rp_evocity2_v2p (All maps after 2_v2p not 2_v2p itself)[/QUOTE]
I could go both ways about that.
In a lot of ways, Sgt Sgt has brought quite a bit of imagination and reinventing to his map in several of his versions, however in this one I don't really think there were that many changes to warrant an entirely new version. On top of that, there seem to be lots of glaring mistakes that make me wonder if he playtested his map sections before playing it.
Now, while I say this I should mention that this map isn't bad and I'm not the best or cleanest of mappers, but if he were to have slowed down a bit when working on this map, fixed it up, and brought more to the table with it, it would be a great update.
[QUOTE=wauterboi;41756840]I could go both ways about that.
In a lot of ways, Sgt Sgt has brought quite a bit of imagination and reinventing to his map in several of his versions, however in this one I don't really think there were that many changes to warrant an entirely new version. On top of that, there seem to be lots of glaring mistakes that make me wonder if he playtested his map sections before playing it.
Now, while I say this I should mention that this map isn't bad and I'm not the best or cleanest of mappers, but if he were to have slowed down a bit when working on this map, fixed it up, and brought more to the table with it, it would be a great update.[/QUOTE]
I just feel as if there are hardly any new additions any more to be honest, a lot of the buildings feel copy/pasted from his other maps.
Couldn't CRC map maps/rp_evocity_v4b1.bsp, I added bz2 to fastdl and nromal to garry's mod /maps and it wont still work, any idéas?
EDIT: It does download the map but when the map is finished its just sends a error
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