View Poll Results: gm_wireconstruct_beta

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Thread: Official WireMod construct map - PUBLIC BETA TEST

  1. #11
    That furred thing Black Phoenix's Avatar
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    Looking good. Just out of curiosity .. how long did this thing take to compile and on what hardware? Lots of lights + the entire grid .. I can only imagine this must have taken forever.[/b]
    Map is optimized. Notice huge fps on surface (I get 120FPS, over 140FPS on flatgrass), even bigger FPS inside (unless you are in the rocket room, it kinda goes down there).

    Optimizations include lightmaps size (smaller lightmaps on some areas -> increase in FPS, 25MB less map size, 40% faster compile), func_detailed details (railroad, and all things that don't block view are func_detailed, faster compile), arranging near 1024 boundary (less clusters -> faster compile, less lag), vertexcounts decreased from 45% to 39% (less brushes that divide other brushes into complex stuff).

    <div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-spacere;overflow:auto'>materialPath: F:\Steam2\steamapps\popovych\garrysmod\garrysmod\m aterials
    Loading F:\Steam2\steamapps\popovych\garrysmod\garrysmod\v mf\gm_wireconstruct.vmf
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...10
    0...1...2...3...4...5...6...7...8...9...10
    Processing areas...done (1)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 264 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing F:\Steam2\steamapps\popovych\garrysmod\garrysmod\v mf\gm_wireconstruct.prt...done (0)
    Creating default cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_06*.vmt
    Run buildcubemaps in the engine to get the correct cube maps.

    No such variable "$hdrbasetexture" for material "skybox/sky_day01_06rt"
    Can&#39;t load skybox file skybox/sky_day01_06 to build the default cubemap!
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (1) (1038778 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 6972 texinfos to 2900
    Reduced 114 texdatas to 90 (4286 bytes to 3409)
    Writing F:\Steam2\steamapps\popovych\garrysmod\garrysmod\v mf\gm_wireconstruct.bsp
    10 seconds elapsed



    2 threads
    reading f:\steam2\steamapps\popovych\garrysmod\garrysmod\v mf\gm_wireconstruct.bsp
    reading f:\steam2\steamapps\popovych\garrysmod\garrysmod\v mf\gm_wireconstruct.prt
    2138 portalclusters
    4757 numportals
    0...1...2...3...4...5...6...7...8...9...10
    Optimized: 122621 visible clusters (0.00%)
    Total clusters visible: 2363397
    Average clusters visible: 1105
    Building PAS...
    Average clusters audible: 1767
    visdatasize:1017261 compressed from 1163072
    writing f:\steam2\steamapps\popovych\garrysmod\garrysmod\v mf\gm_wireconstruct.bsp
    3 seconds elapsed



    Could not find lights.rad in lights.rad.
    Trying VRAD BIN directory instead...
    Warning: Couldn&#39;t open texlight file F:\Steam2\steamapps\popovych\sourcesdk\bin\ep1\bin \lights.rad.
    Loading f:\steam2\steamapps\popovych\garrysmod\garrysmod\v mf\gm_wireconstruct.bsp
    17805 faces
    8 degenerate faces
    56684416 square feet [8162555904.00 square inches]
    4 displacements
    2187539 square feet [315005664.00 square inches]
    17797 patches before subdivision
    17797 patches after subdivision
    164 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9.
    .10
    transfers 4768379, max 2034
    transfer lists: 36.4 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(56346, 52798, 40075)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(11440, 10913, 8517)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(3192, 3094, 2320)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(993, 970, 687)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(327, 321, 213)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(111, 109, 68)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(38, 37, 22)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(13, 13, 7)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(5, 5, 2)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(2, 2, 1)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 1, 0)
    Build Patch/Sample Hash Table(s).....Done<0.3612 sec>
    0...1...2...3...4...5...6...7...8...9...10
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 195/1024 9360/49152 (19.0%)
    brushes 2649/8192 31788/98304 (32.3%)
    brushsides 23739/65536 189912/524288 (36.2%)
    planes 18258/65536 365160/1310720 (27.9%)
    vertexes 25687/65536 308244/786432 (39.2%)
    nodes 7836/65536 250752/2097152 (12.0%)
    texinfos 2900/12288 208800/884736 (23.6%)
    texdata 90/2048 2880/65536 ( 4.4%)
    dispinfos 4/0 704/0 ( 0.0%)
    disp_verts 948/0 18960/0 ( 0.0%)
    disp_tris 1664/0 3328/0 ( 0.0%)
    disp_lmsamples 85419/0 85419/0 ( 0.0%)
    faces 17805/65536 997080/3670016 (27.2%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 6911/65536 387016/3670016 (10.5%)
    leaves 8032/65536 257024/2097152 (12.3%)
    leaffaces 20562/65536 41124/131072 (31.4%)
    leafbrushes 9749/65536 19498/131072 (14.9%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 109148/512000 436592/2048000 (21.3%)
    edges 59111/256000 236444/1024000 (23.1%)
    LDR worldlights 164/8192 14432/720896 ( 2.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    waterstrips 1330/32768 13300/327680 ( 4.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 17340/65536 34680/131072 (26.5%)
    cubemapsamples 3/1024 48/16384 ( 0.3%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 21897708/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 1017261/16777216 ( 6.1%)
    entdata [variable] 144239/393216 (36.7%)
    LDR leaf ambient 8032/65536 192768/1572864 (12.3%)
    HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
    occluders 0/0 0/0 ( 0.0%)
    occluder polygons 0/0 0/0 ( 0.0%)
    occluder vert ind 0/0 0/0 ( 0.0%)
    detail props [variable] 1/12 ( 8.3%)
    static props [variable] 1/9014 ( 0.0%)
    pakfile [variable] 53475/0 ( 0.0%)

    Level flags = 0

    Win32 Specific Data:
    physics [variable] 1038778/4194304 (24.8%)
    ==== Total Win32 BSP file data space used: 28256792 bytes ====

    Total triangle count: 45084
    Writing f:\steam2\steamapps\popovych\garrysmod\garrysmod\v mf\gm_wireconstruct.bsp
    6 minutes, 29 seconds elapsed
    </div>

    Water to ground slope - I&#39;ll add it.

    Glitched track - gonna look into it, and fix it.

    Buttons that can be removed - that&#39;s supposed to be fixed by propprotection...

    Loved the map, but add more for the water area. I mean, the actual water is fine, but...add in caves and a water construct (over-water shed with lowering floor?)[/b]
    Yeah, I&#39;ll probably add something like that.

    Anyway, yeah, submarine pen sounds like good idea - some way to access all that subterranean goodness from inside the lake itself perhaps tongue.gif[/b]
    I had this idea too, I&#39;ll add it.

    Perhaps you could have another elevator shaft, but insanely long, or maybe series of shafts, that would take the map to the extreme of Y axis (maybe 10,000 units deep? - leave lots of space above the grass for plane builders though). I don&#39;t know whether this would cause lag...[/b]
    Too late, I already planned this for 2nd beta
    There will be freight elevator with fully accessible shaft.

    Other than that, maybe you could add an extra elevator call button to the outside of the house on the grass, otherwise it&#39;s like you have to lean to reach the button.[/b]
    Yeah

    The map is huge... perhaps a few teleports to get around the track and from one major area to the next to save on legwork / flying long distances on noclip mode.[/b]
    Yeah

    Steps up to the storage racks in the silo area would be handy.. or perhaps buttons to open them from ground level... Just in case a server doesn&#39;t run with noclip on.[/b]
    Gonna add

    Oh, it might be a nice touch to border the grassy bit with a low wall, just so you&#39;re not looking out onto skybox from the edge of a cliff / invisible wall. Just a thought.[/b]
    Yeah
    I'm a wire-crazy person with a tail.

    Take a daily journey into my brain

    D2K5

  2. #12
    That furred thing Black Phoenix's Avatar
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    "Can&#39;t smartsnap on rockets, therefor it&#39;s not that easy to place thrusters in a stable way. (need that feature sad.gif )"
    Yes you can.. or at least I could. I smart snapped my rocket just fine.[/b]
    It must be my smart snap then (old version maybe?)
    I'm a wire-crazy person with a tail.

    Take a daily journey into my brain

    D2K5

  3. #13
    Wirererer cadde's Avatar
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    It must be my smart snap then (old version maybe?)[/b]
    There is an option on smartsnap where you can select "Enable for all props", maybe it includes the moveable parts in the map? I dunno, just a guess!


    If you are going to add the submarine pen, while you are at it you could add a dry dock.
    If i remember correctly, water is a cube. If you can elevate that water cube you could have the drydock fill with water at the push of a button, while at the same time... open the drydock doors.

  4. #14
    Wire Amateur farrel's Avatar
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    A little more feedback, as I&#39;ve been playing around some more.

    Firstly, I can confirm that not only are buttons vulnerable to the remover... Just about anything dynamic in the map is. Doors (including the silo doors), lifts, the sections covering the hidden entrance, even the sections of rail in the train track junctions. Perhaps a &#39;repair map&#39; switch could be a solution... if it&#39;s used... or removed, it removes and then respawns all the dynamic parts of the map.

    Secondly, the underground train track area could use a little more headroom... You can stand on a phx wheelbase on wheels in there, but it&#39;s a little bit too short to actually put in, say, an airboat seat. It&#39;s fine when you get in, but when you get out again, you get stuck in the ceiling. That might be a hassle to fix though, and someone&#39;s bound to make a train too tall for the tunnel anyhow.

    A little bit taller and you could fit a train carrying a cargo container through too. Just at the moment, even with the container crushing the wheels down, it still just hits the top of the tunnel when resting on the wheelbase.

    (As a side note, if you fancy a bit of silly fun, weld an airboat chair to the front of a container and a dozen or so thrusters to the back and ride it down the train tunnels... Wheeeeeee!)

    Lastly (for now) it&#39;d be great if you could re-place the grass sections covering the entrance slope. Once they pop out of place, I can&#39;t seem to get them back in. The textures are slightly offset too, but unless you&#39;re really paying attention, you don&#39;t notice at ground level.

    Edit: Oh! and if you could put in another junction in the above ground train track ring that leads to an open ended piece of track, that&#39;d be ace... Then people could make a connecting rail network.

  5. #15
    That furred thing Black Phoenix's Avatar
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    Lastly (for now) it&#39;d be great if you could re-place the grass sections covering the entrance slope. Once they pop out of place, I can&#39;t seem to get them back in. The textures are slightly offset too, but unless you&#39;re really paying attention, you don&#39;t notice at ground level.[/b]
    You mean where you enter base by car? Just close/open them again, they will go back to original pos.
    I'm a wire-crazy person with a tail.

    Take a daily journey into my brain

    D2K5

  6. #16
    andy1976uk
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    I was thinking of the open-ended piece of track, but didn&#39;t mention it for fear of asking for too much.

    BP: "What, you, ask for too much???"

    Ah, sod it, another suggestion lol; why aren&#39;t you letting people get crushed by moving map parts? I tried to crush myself with the silo doors but they refused to close completely....

    Edit: Just had another idea, sorry...could you make the space part functional/bigger, yet still retain a very high atmosphere for plane builders and so space wasn&#39;t too close to the ground? The upper parts of the map could function as a kind of low Earth orbit location for Spacebuilders. That way the map would be pretty much all things to all people, unless they wanted another planet to visit, but that&#39;s the price of Source offering such small maps I guess.

  7. #17
    Wire Noob ubercowman's Avatar
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    I agree with the headroom in the trains. I always have to go into noclip to get out of it. I also noticed that if you go underwater and look up you can see a white flicker. I also found that movable props can be forced into oblivion with the physics gun. The house should have some rooms in it. Good work so far.

  8. #18
    Wire Sofaking tomb332's Avatar
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    i vote for the house to be a bunker thing with a second set of controls for the doors on top of the silos so it is like a bunker for fireing and observing the missiles.
    Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

    Super Easy Wire Download

  9. #19
    Wire Amateur Delremos's Avatar
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    You really want to take over the Garry&#39;s mod world now don&#39;t you o.0.

    But yeah, great map so far, can&#39;t wait for the next version.

  10. #20
    That furred thing Black Phoenix's Avatar
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    i vote for the house to be a bunker thing with a second set of controls for the doors on top of the silos so it is like a bunker for fireing and observing the missiles.[/b]
    Holy shit amazing idea, how did I miss that O_O!
    I'm a wire-crazy person with a tail.

    Take a daily journey into my brain

    D2K5

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