• Rp_Station13
    21 replies, posted
[IMG]https://dl.dropbox.com/u/14728864/SSthread/Banner2.png[/IMG] [B]Howdy Facepunch. [/B]This isn't a development thread. This is a plea for help! So way back in 2010, myself and [URL="http://www.facepunch.com/member.php?u=2860"]this guy[/URL] began work on Rp_Station13, a Gmod re-imagining of a certain state of the art plasma orbital research facility from Space Station 13. Fast forward to summer 2012 and we're essentially finished, but the map wouldn't compile. A metric shitload of bug finding and optimization ensues, with entire sections of the station being re-done. Thus far, we've managed to get the map in to a compiled state once, but that .bsp crashes upon load and we can't figure out why. So we're a little stumped! Which is why we thought to appeal here for any ideas, help, or comments in general that might help us figure out the mess we've gotten ourselves in to. All of our WIP files are available on request if you think you can get them working, but we'd obviously rather not make them 100% public if we can help it. So if you'd like to help, send me or [URL="http://www.facepunch.com/member.php?u=2860"]this guy[/URL] a PM, and we'll take it from there. [B]Some Details about our problems:[/B] -The map is very near the entity limit -The map features a lot of custom textures and models -We've taken steps to stop the areas in-between rooms and corridors from being included in vvis (see [URL="https://dl.dropbox.com/u/14728864/SSthread/a%20PLAN%20-%20Copy.png"]diagram[/URL]) -Our latest compile log can be found [URL="https://dl.dropbox.com/u/14728864/SSthread/latest%20compile%20log.txt"]here.[/URL] If you'd like to know more about the map, our dev blog can be found [URL="http://firazen.blogspot.co.uk/"]here.[/URL] [thumb]https://dl.dropbox.com/u/14728864/SSthread/BlogStuff/JuneJuly/rp_station13_b80053.jpg[/thumb] [thumb]https://dl.dropbox.com/u/14728864/SSthread/BlogStuff/JuneJuly/rp_station13_b80126.jpg[/thumb] [thumb]https://dl.dropbox.com/u/14728864/SSthread/BlogStuff/JuneJuly/rp_station13_b80132.jpg[/thumb] [thumb]https://dl.dropbox.com/u/14728864/SSthread/BlogStuff/JuneJuly/rp_station13_b80133.jpg[/thumb]
Very nice as wip shots, hope you guys get to fix it and release it soon.
Name reminds me of Space Station 13 Therefor, it needs more explosions way more explosions [editline]17th January 2013[/editline] and clowns
[QUOTE=Tobba;39257943]and clowns[/QUOTE] I think you'll find that we've got that covered. ;)
[QUOTE=Tobba;39257943]Name reminds me of Space Station 13 [/QUOTE] This is not an accident! [QUOTE=Agent Cobra;39258095]I think you'll find that we've got that covered. ;)[/QUOTE] [URL="https://dl.dropbox.com/u/14728864/SSthread/BlogStuff/rp_station13_b004_jacksonwipstuff0072.jpg"]So covered. [/URL]
[QUOTE=Jackseno;39258240]This is not an accident! [URL="https://dl.dropbox.com/u/14728864/SSthread/BlogStuff/rp_station13_b004_jacksonwipstuff0072.jpg"]So covered. [/URL][/QUOTE] I can take a look at it, feel free to shoot me a PM if you want.
[img]https://dl.dropbox.com/u/14728864/SSthread/BlogStuff/rp_station13_b004_jacksonwipstuff0073.jpg[/img] [img]https://dl.dropbox.com/u/14728864/SSthread/BlogStuff/rp_station13_b004_jacksonwipstuff0074.jpg[/img] From his dropbox
Amazing. I hope a gamemode comes with it.
This looks really nice, well done!
[QUOTE=Ereunity;39262605][img]https://dl.dropbox.com/u/14728864/SSthread/BlogStuff/rp_station13_b004_jacksonwipstuff0073.jpg[/img] [img]https://dl.dropbox.com/u/14728864/SSthread/BlogStuff/rp_station13_b004_jacksonwipstuff0074.jpg[/img] From his dropbox[/QUOTE] Holy crap these are old. The security level has since been updated [URL="http://firazen.blogspot.co.uk/2011/11/arrivals-and-security-level-part-2-and.html"](In 2011 even!)[/URL] [QUOTE=Aphtonites;39266583]This looks really nice, well done![/QUOTE] Thanks! We poured quite a lotta time in to the project, which is why it's been so painful dealing with all the errors and bugs.
This is amazing, keep up the great work.
Seems like it'll be good I can't wait to get blocked by shitcurity when trying to go through doorways- er... play the map.
This looks very cool! Look's like an excellent stage for SFM machinimas.
You have issues in rad with some faces receiving too many lighting informations (receiving direct/indirect lighting of too many light entities). Several lights have not been set correctly, the zero distance must be greater than the fifty percent distance. Vis doesn't seem to be a problem. Also, going over 150% entdata is usually risky.
[QUOTE=Anthracite;39285238]You have issues in rad with some faces receiving too many lighting informations (receiving direct/indirect lighting of too many light entities). Several lights have not been set correctly, the zero distance must be greater than the fifty percent distance. Vis doesn't seem to be a problem. Also, going over 150% entdata is usually risky.[/QUOTE] Risky perhaps. But hopefully not impossible, right?
[QUOTE=Jackseno;39290884]Risky perhaps. But hopefully not impossible, right?[/QUOTE] I never tried so I couldn't really tell. If your map still crash on load, I'd suggest deleting heavy entdata consuming element in a copy of the vmf untill you reach ~120/125% of entdata, compile and run the map. This way you'll be able to know if it's the cause of your crash. But really, it could be anything. I had a map crash on launch and it took me forever to find out why. Instead of putting my player start in the middle of the map, I put it in a corner facing an outer edge so it wouldn't display too much stuff on spawn and it worked. You have to try stuff in a vmf copy.
[QUOTE=Agent Cobra;39258095]I think you'll find that we've got that covered. ;)[/QUOTE] :o) Honk. Honk. Honk.
[QUOTE=Anthracite;39296550]I never tried so I couldn't really tell. If your map still crash on load, I'd suggest deleting heavy entdata consuming element in a copy of the vmf untill you reach ~120/125% of entdata, compile and run the map. This way you'll be able to know if it's the cause of your crash. But really, it could be anything. I had a map crash on launch and it took me forever to find out why. Instead of putting my player start in the middle of the map, I put it in a corner facing an outer edge so it wouldn't display too much stuff on spawn and it worked. You have to try stuff in a vmf copy.[/QUOTE] Thats a pretty interesting idea, when I get home next weekend I'll give it a shot!
Replacing the player start hasn't seemed to help much. Thought I'd post a small update to this to say that we're still looking for help or ideas, as we are still very much stuck!
This map looks incredible. When it does get fixed, do you think I would be allowed to use it in my comic? It's a comic based off of Mass Effect, and I'm looking around for the best sci-fi maps.
I really haven't seen a good space-station map that's also THIS eyecandy in forever... Maybe I can finally do some cool sci-fi posing shit. All we've got to work with right now is gm_research and that one made by Lt_Commander...
Oh, I see your problems now, there are way too many lighting styles on your brush faces, you need to use propper a LOT more, and for God's sake I don't know how you included so many entities but it really needs to be reduced on what you have in game.
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