Legendslayer222 wrote:Better not get UGrief2's thread or the Interrogator is coming to your house!...
Won't he just feel guilty and purposeless and run away?
Post Posted: 06 Aug 2010, 23:03
Legendslayer222 wrote:Better not get UGrief2's thread or the Interrogator is coming to your house!...
Post Posted: 07 Aug 2010, 10:21
Post Posted: 07 Aug 2010, 15:18
Post Posted: 07 Aug 2010, 15:25
Mister_Prophet wrote:At 30000 nodes, maps tend to draw out rebuild times, and if a level is large enough then it can be expected to start experience sudden ED crashed when surfing through the level void between sections in any viewtype besides skeletal.
At 40000 nodes, you'll begin to experience the obvious signs of UED weakening. Saves are no longer quick and take a few extra seconds, perhaps. Rebuilds can take a while, so have a music player on standby or something else to do during those lapses in mapping time. But begin to expect the fact that, by this point...your map should be done...or close to it. Because these are the last digits you will see where your map can still be (usually) stable and bugless.
At 50000 nodes, all bets are off. Much like the Zone limit issue (where 63-64 is the max zone limit, but you'll experience the bug when it only displays 40-50 zones in use) there are no longer any buffers for errors. Technically, if you're still working on a map in this node range you're building blocks on top of a landmine. This is not stable territory, and you should no longer be surprised if anomalies occur. It is possible to finish your map with a high node range of this level and have it be playable, but there is a 80% chance that even a low 50000 node range map will have some issues of some sort. If you have a map at this level and you have yet to add any significant actor use or any finished lighting...things are going to get very...very aggravating. The worst part about reaching this node level is that retracing your steps and going on a node count offensive (removing high node points, like complex brushes and such) becomes, as you'll discover, exceedingly difficult. You might be horrified how much content you have to trim to get the level down to a 30000 or even a 40000 range.
At 60000, if your map still hasn't crashed...call Guinness.
Post Posted: 07 Aug 2010, 17:12
Post Posted: 07 Aug 2010, 17:47
Exactly what ive always thought! Hopefully youl make it so they will actually fight back and help u out that would be awesome. Good luck on the project looking forward to it.A key feature of the map pack will be the Nali and their magic, it's origins and their background, which I personally felt holds great potential, but was never really explored
Post Posted: 08 Aug 2010, 15:19
Post Posted: 08 Aug 2010, 16:28
Post Posted: 08 Aug 2010, 17:02
Post Posted: 08 Aug 2010, 17:20
Post Posted: 08 Aug 2010, 17:21
Waffnuffly wrote:Don't use semisolids. At all. Unless nothing else will fix a certain problem, they are just not worth toying with. Trust me; I learned the hard way while making TLF that semisolids are the absolute worst thing you can slap all over. They operate via some kind of dark magic you just don't want to smear all over your map!
Post Posted: 08 Aug 2010, 17:33
Hellscrag wrote:Detailed maps built exclusively with solids can seem stable for ages but then die in spectacular fashion, because the BSP tree is so incredibly complicated.
Post Posted: 10 Aug 2010, 02:41
Post Posted: 10 Aug 2010, 03:14
Post Posted: 10 Aug 2010, 03:17
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