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Thread: The Byblos maps will be released

  1. #41

    Re: The Byblos maps will be released

    You was absent from here, sd2009.
    Nice to know that you is still in action.

  2. #42

  3. #43

    Re: The Byblos maps will be released

    The package will contain sp_muenchen2.pk3 too and maybe a final cutscene bonus.
    Attached Images Attached Images

  4. #44
    #360NoscopeHeadshot ronboy's Avatar
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    Re: The Byblos maps will be released

    Quote Originally Posted by sd2009 View Post
    The package will contain sp_muenchen2.pk3 too and maybe a final cutscene bonus.
    Sounds good to me. Keep up the hard work!


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  5. #45

    Re: The Byblos maps will be released

    Quote Originally Posted by sd2009 View Post
    The package will contain sp_muenchen2.pk3 too and maybe a final cutscene bonus.
    Hello sd2009,
    The pacckage will contains 3 byblos levels and sp_muenchen2?
    Thanks in advance!

  6. #46

    Re: The Byblos maps will be released

    Hello Everybody,

    Yes, you will get three maps and sp_muenchen2 on top of them. Maybe, I shall add a final cutscene as a bonus too. ;-)

    I have been working on the last map since yesterday... Everything is ok so far and I am highly motivated!

  7. #47
    #360NoscopeHeadshot ronboy's Avatar
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    Re: The Byblos maps will be released

    Quote Originally Posted by sd2009 View Post
    Hello Everybody,

    Yes, you will get three maps and sp_muenchen2 on top of them. Maybe, I shall add a final cutscene as a bonus too. ;-)

    I have been working on the last map since yesterday... Everything is ok so far and I am highly motivated!
    Great news. Thanks for informing us.


    RTCW SP Mapper

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  8. #48

    Re: The Byblos maps will be released

    I am still working very hard...

  9. #49

    Re: The Byblos maps will be released

    Hi,

    During the tests I am getting this error message when the player gets killed:

    Error:
    G_LoadGame: entitynum out of range (1416, MAX = 1024).

    I searched the web and found a lot of cases. Even one pointing to the source code of the game (rtcw).

    Does any one know what is the reason? Did you have this case before? This is happening sporadically.
    I am testing with rtcw 1.41 under Win 8.1. I did not test with win 7 yet.

    I checked the number of entities in radiant 1.6.4. They do not exceed 461 entities.

    This error occurs with sp_bybloscat (Byblos Catacombs) only. It is a small map compared to sp_byblosharb and sp_bybloscastle.

    Any clues?

    Thanks,

    sd2009

  10. #50
    #360NoscopeHeadshot ronboy's Avatar
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    Re: The Byblos maps will be released

    Quote Originally Posted by sd2009 View Post
    Hi,

    During the tests I am getting this error message when the player gets killed:

    Error:
    G_LoadGame: entitynum out of range (1416, MAX = 1024).

    I searched the web and found a lot of cases. Even one pointing to the source code of the game (rtcw).

    Does any one know what is the reason? Did you have this case before? This is happening sporadically.
    I am testing with rtcw 1.41 under Win 8.1. I did not test with win 7 yet.

    I checked the number of entities in radiant 1.6.4. They do not exceed 461 entities.

    This error occurs with sp_bybloscat (Byblos Catacombs) only. It is a small map compared to sp_byblosharb and sp_bybloscastle.

    Any clues?

    Thanks,

    sd2009
    Hello, sd2009. You probably need to reduce the number of entities in the map. According to the error message, you have 1416, and the limit of all entities combined is 1024.
    This is why I'm interested in the ioRTCW engine, because some bugs are fixed and some limitations are removed.


    RTCW SP Mapper

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  11. #51

    Re: The Byblos maps will be released

    Hello, sd2009.
    Verify if you have other pk3 files on your Main folder.
    I had this error when i was making level 5 from addon Alone_at_War and after removed some pk3 files this error disappeared.
    All work fine making levels on Pure RTCW game.

  12. #52

    Re: The Byblos maps will be released

    Hello Vicpas,

    I cleaned the main folder. But in win7 it does not happen, because maybe you are right, the main folder under win7 is empty! Everything is ok now. I am proceeding. You will get a nice package this summer. Have nice times.

    The package contains several surprises. Its name is Return to Castle Byblos...

  13. #53
    #360NoscopeHeadshot ronboy's Avatar
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    Re: The Byblos maps will be released

    Quote Originally Posted by sd2009 View Post
    Hello Vicpas,

    I cleaned the main folder. But in win7 it does not happen, because maybe you are right, the main folder under win7 is empty! Everything is ok now. I am proceeding. You will get a nice package this summer. Have nice times.

    The package contains several surprises. Its name is Return to Castle Byblos...
    Good for you, sd2009. We are looking forward to your work.


    RTCW SP Mapper

    My website:
    http://mikebwolf.wix.com/ronboyproductions

    Blogspot site with reviews of recent Rtcw Sp Maps: http://ronboyreviews.blogspot.com/

    My Mod DB page

    My playthroughs on Youtube

  14. #54

    Re: The Byblos maps will be released

    Hi,

    The last map is almost done. I am having a problem with the q3map2 compiler during phase bounce 8 after I added a spiral-shaped stairs. Does anybody have a solution for this problem? The map compiles in less than one minute without the bounce 8 parameter but the lighting is not optimal. A scissors-shaped stairs compiles fast, and within 6 minutes with bounce 8, but it does not look as nice as a spiral stairs. I am using q3map2 x64. I tried dozens of modifications with no success at all. Only if I remove the light completely from the spiral stairs, the q3map2 compiles fast with bounce 8 with the spiral stairs.

    Thanks.

  15. #55
    Tapir Daddy -SSF-Sage's Avatar
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    Re: The Byblos maps will be released

    Have you tried func grouping the stairs and applying _lightmapscale 2 or 4 to it? Also why do you need bounce 8? 2 or 4 seems just as fine to me. I use 2 myself on all my maps.
    The m4st3r of making c0nfus1ng p0sts!

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  16. #56

    Re: The Byblos maps will be released

    -approx [value] will also reduce the lightmap data, it was used for ET vanilla maps: surfaces without enough lightmap data will be vertex lit instead

    The bounce lever is one of the longest processes anyway :/

  17. #57

    Re: The Byblos maps will be released

    Hi,

    Thank you for the answers. The solution was very simple. I used larger brushes and the q3map2 compiler ran like a lightning. A simple change with an enormous effect. It dropped the compilation time from infinity to just 4 minutes. Unbelievable but it is true.

  18. #58
    #360NoscopeHeadshot ronboy's Avatar
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    Re: The Byblos maps will be released

    Quote Originally Posted by sd2009 View Post
    Hi,

    Thank you for the answers. The solution was very simple. I used larger brushes and the q3map2 compiler ran like a lightning. A simple change with an enormous effect. It dropped the compilation time from infinity to just 4 minutes. Unbelievable but it is true.
    Congratulations, sd2009. I'm glad that you found a solution. Q3map2 is strange like that; making small changes to a map can drastically change the compilation time.


    RTCW SP Mapper

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    My playthroughs on Youtube

  19. #59

    Re: The Byblos maps will be released

    Hi,

    I am experiencing a phenomenon with a md3 model. It disappears from the screen without any reason when I get close to it during game play. If I turn my face away it appears, but if I look at it on the ground it disappears again. If I leave a distance of about 1 or 2 meters (about 3 to 7 feet) between my position and the end of the md3 model it appears again. The model is about 3 meters long in a small room. Did anybody have such an experience? Is there a solution for this problem. Of course, I was forced to look for a workaround as I always do but I must understand the reason for this strange wolf engine behavior. I replaced the md3 model with brushes. I tried to upload a short video but the upload assistant refused the file. A message says that the file format is not valid. I attached a screen shot. It shows the md3 model as nails on the ground.

    Thanks.

    nails.jpg

  20. #60

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