I cant load the map. It crashes on "loading world".
Does this happen on any other map?
Any errors or does it crash right to desktop?
[QUOTE=TheJoey;29992676]Does this happen on any other map?
Any errors or does it crash right to desktop?[/QUOTE]
No. It just freezes.
And, no, this doesnt happen to any other map.
I tried Sawmill just to be secure and it doesnt crash.
[QUOTE=95Navigator;29992625]I cant load the map. It crashes on "loading world".[/QUOTE]
Same. This is the only map that does this.
Excellent remake, I say. I agree, the badlands never really had my attention/appreciation. I hope some servers will choose to use this map.
Quick update coming soon.
At the moment not made for source film maker but I'm making progress, in between trying to figure out why people are crashing upon load (no error dump or message...), and adding details and things and things.
If this map is crashing for you server-side, please see if your logs spit out any errors regarding the map itself before crashing. Also please let me know if you have any plugins.
Those crashing client-side, please do things like disable weather or disable specular and let me know if you're still unable to load. Also please let me know, generally, what your specs are, like if you can normally run TF2 smoothly on high graphics, and what OS you're using.
At the moment I havent gotten any ratings on FPS/gamebanana except a 10 and a 1, which is a little disheartening. But I don't expect much from gamebanana. I've also gotten no comments regarding any issues other than crashes, which surprises me. Any further feedback before tomorrow's most-likely release would be greatly appreciated. Thanks again, guys!
I'm not going to lie, I hate map revamps.
But this is different, I love it.
6/11/11: Update 1.2
+ Fixed many errors in an effort to single out the cause of crashes
+ Reduced particle usage in an attempt to single out the cause of crashes
+ Added/changed several detail props and decals
+ Map now uses a different bloom scale
+ Water gets cheap farther away now, making it a little prettier from afar
+ Added wildlife
+ Round 1 BLU spawn: Lighting from above (hole) is now correctly pale blue instead of pale yellow
+ Round 2 Point 2: Removed pooled water from boarded-up hole since it would only be reflecting darkness anyway as opposed to adding anything interesting to look at.
+ Round 3 Point 2: Water no longer incorrectly ripples from the rain INSIDE the tunnel
Check the OP for new download links!
[editline]11th June 2011[/editline]
Also have some pretty screenshots I took of bots (who mostly all went demomen automatically. the singularity is indeed frightening)
[url]http://steamcommunity.com/id/thejoey01/screenshots/?tab=&showdate=1&filter=app_440[/url]
This looks really neat, I especially love the look of the stone floor+walls.
[QUOTE=TheJoey;30391893]6/11/11: Update 1.2
+ Fixed many errors in an effort to single out the cause of crashes
+ Reduced particle usage in an attempt to single out the cause of crashes
+ Added/changed several detail props and decals
+ Map now uses a different bloom scale
+ Water gets cheap farther away now, making it a little prettier from afar
+ Added wildlife
+ Round 1 BLU spawn: Lighting from above (hole) is now correctly pale blue instead of pale yellow
+ Round 2 Point 2: Removed pooled water from boarded-up hole since it would only be reflecting darkness anyway as opposed to adding anything interesting to look at.
+ Round 3 Point 2: Water no longer incorrectly ripples from the rain INSIDE the tunnel
Check the OP for new download links!
[editline]11th June 2011[/editline]
Also have some pretty screenshots I took of bots (who mostly all went demomen automatically. the singularity is indeed frightening)
[url]http://steamcommunity.com/id/thejoey01/screenshots/?tab=&showdate=1&filter=app_440[/url][/QUOTE]
Thanks for the update. I'll attempt to give this one a go, will get back to you with results.
[editline]12th June 2011[/editline]
Nope. Once again, it just seems to sit at the loading map screen forever.
It doesn't crash, it just doesn't load at all.
[QUOTE=HyperTails;30400153]Thanks for the update. I'll attempt to give this one a go, will get back to you with results.
[editline]12th June 2011[/editline]
Nope. Once again, it just seems to sit at the loading map screen forever.
It doesn't crash, it just doesn't load at all.[/QUOTE]
well that's... an improvement! :v:
balls.
I'm running on dx8 and using Chris's FPS Config, if that means anything.
This is the only map that does this though, and it's a shame.
I really adore this map.
[QUOTE=HyperTails;30401458]I'm running on dx8 and using Chris's FPS Config, if that means anything.
This is the only map that does this though, and it's a shame.
I really adore this map.[/QUOTE]
Any errors or messages in console after trying to load the map?
[QUOTE=TheJoey;30420335]Any errors or messages in console after trying to load the map?[/QUOTE]
I'll click load cp_lushbowl, and it will take me to the loading world screen.
That's it, it will then just sit there forever. No errors in console, nothing happens.
I will try to play the map in dx9 with the config disabled later, to see if that's the problem.
[QUOTE=HyperTails;30420625]I'll click load cp_lushbowl, and it will take me to the loading world screen.
That's it, it will then just sit there forever. No errors in console, nothing happens.
I will try to play the map in dx9 with the config disabled later, to see if that's the problem.[/QUOTE]
Thanks. That is really strange. The crash itself has just turned into a freeze for others that have let me know on Steam as well. So either I changed the problem, or solved one of many.
Could be a number of things since nothing spits out in any form of a log, and I do not get any horrible errors when compiling.
[editline]12th June 2011[/editline]
Fixing a number of errors that would normally be harmless. I found a number of cases (thanks google) where those particular errors froze or crash some players while loading their custom maps, essentially getting them stuck in loading. Expect an update tomorrow morning or late tonight. Slowly narrowing it down.
In actuality I must apologize, since a map should have no errors at all.
Also suspecting a memory problem. Will reduce the number of particles.
+ Fixed object collisions (may fix crashing/freezing at load for some players)
+ Reduced the number of objects (most or all were obscured from actual gameplay)
+ Reduced the number of particles
+ Added photos to the loading screen
[url=http://www.gamebanana.com/maps/157052][img]http://i178.photobucket.com/albums/w266/thejoey_01/cp_lushbowl_downloadbutton.png[/img][/url]
(gamebanana)
[url=http://forums.tf2maps.net/downloads.php?do=file&id=4715]alternate download link #1 (tf2maps, dropbox)[/url]
[url=http://www.megaupload.com/?d=XRRBT5S6]alternate download link #2 (megaupload)[/url]
Once again it freezes at the loading world screen. [b]Fuck.[/b]
I launched it in textmode to see if any errors would pop up, but no. It just seems it just stops. Just like that.
This is bullshit. :smith:
[editline]13th June 2011[/editline]
Ah forget it, there's no point going to the effort just to get a map working for one person.
[QUOTE=HyperTails;30424829]
Ah forget it, there's no point going to the effort just to get a map working for one person.[/QUOTE]
Multiple people*
But at this point until we find a way to get some kind of error log, I've done everything I possibly can.
[url]http://cloud.steampowered.com/ugc/541770905798743367/FBEA63FB393E188F86536E2B70BC65A9C1EED9A5/[/url]
I found a thing.
After driving myself insane from 8am this morning, I did a few tests.
After putting -dxlevel 80 in my launch options, cp lushbowl freezes on load and never loads, which may mean dx8 is, for some reason, not being supported at all.
Not sure how this is even possible. The most recently-created things that are used in this map are the textures (sawmill) and particles (which i deleted for a version I sent for testing to someone having the same problem... and that didn't work).
This week is moving week for me, so I'll look into it further when I can.
Hypertails, do me a quick favor and for testing purposes, try getting rid of -dxlevel command, and replace it with -autoconfig, and move your fps config file elsewhere (or delete it), then see if the map works properly.
Perhaps memory limitations may be taking place? While you've limited the amount of props and particle effects, there was a lot of texture rendering taking place in SFM for the pink-and-blakc, where you've left the texture size rather small and tiled it rather than stretching it a little first.
[QUOTE=AlfieSR;30431573]Perhaps memory limitations may be taking place? While you've limited the amount of props and particle effects, there was a lot of texture rendering taking place in SFM for the pink-and-blakc, where you've left the texture size rather small and tiled it rather than stretching it a little first.[/QUOTE]
Didn't change the size of any of the textures when replacing them from the dustbowl versions, and the replacements are the same resolutions, usually 1024x1024.
[QUOTE=TheJoey;30431840]Didn't change the size of any of the textures when replacing them from the dustbowl versions, and the replacements are the same resolutions, usually 1024x1024.[/QUOTE]
Hmm, just seemed higher then. None-the-less, your map is higher intensity than dustbowl, so it might be worth a shot scaling them up a little bit.
[QUOTE=AlfieSR;30431994]Hmm, just seemed higher then. None-the-less, your map is higher intensity than dustbowl, so it might be worth a shot scaling them up a little bit.[/QUOTE]
alright, i'll take note of it, thanks.
[b]7/06/11: FINAL UPDATE:
+ Reduced texture usage in order to prevent possible memory issues
+ Improved lighting
+ Added an easter egg
This is the final update for this map. No other changes will be made and I am moving on. "DX8" issue is still a complete unknown; it is not a memory issue, given any computer can run the map (with and without weather disabled) specifically as long as they don't run TF2 in dx8 mode. Problem is far more complex than the possibility that I did anything "wrong" or "incorrect"; possibly technical changes made from directx 8 to directx 9 (in directx itself, making something incompatible with something I used in TF2/Hammer). [/b]
[url=http://www.gamebanana.com/maps/157695]Gamebanana[/url]
[url=http://dl.dropbox.com/u/7635090/cp_lushbowl_final.rar]Dropbox[/url]
[url=http://www.megaupload.com/?d=NJPBHL50]Megaupload[/url]
Sorry to everyone using directx 8 mode. I've had several people look at the map rightsideup, upsidedown, insideout, and I'm glad they confirmed I'm not crazy or so bad that I did something so wrong that a large section of TF2 players can't play this map. :\ But it doesn't really make me feel any better about it.
I've learned a lot of things and I've got a few small "retexture" map requests that I might work on while it's still summer. So until then, update your servers and have fun on the final product. Thanks for all the help and the kind comments regarding this months-long project (that would probably take weeks if I wasn't busy doing other things :v: )
If you ever want to learn more about the project itself you're welcome to go ahead and ask me anything. Regarding your own maps, though, I can't say I'm the best teacher :smith:
Ah, brilliant stuff, another update <3
I just adore using this map, thank you so much for giving me my favourite variation of any map :D
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