The Byblos maps will be released


(sd2009) #1

Hi,
I resumed the work on my Byblos project. When I finish, I will publish all the episodes (maps).
Vicpas prepare yourself for testing in a few weeks.
sd2009.


(vicpas) #2

Hello, sd2009.
Any progress with your Byblos project?


(sd2009) #3

Hello,
I am working on it.


(ronboy) #4

[QUOTE=sd2009;406032]Hello,
I am working on it.[/QUOTE]

I’m glad to hear you haven’t given up. :slight_smile:


(sd2009) #5

The players complain that my maps are too short. I am trying to make the duration of a map longer. This needs more time.


(ronboy) #6

Understood. It can be difficult to make a sp map last long, but also be well made.


(vicpas) #7

Have we any chance to see something released in this year, yet?


(kost3k) #8

I cannot play byblos harbour 1.02 :frowning: Typing ‘spdevmap sp_byblosharb’ and i’m getting black screen with the game logo at the bottom right corner, and rtcw just hanging out (not responding). :frowning: Muenchen 2 works. Gonna play it tomorrow :slight_smile:
BTW any news about other maps?


(ronboy) #9

How long did you wait for the map to load? I ask this because Rtcw creates .rcd files when you first launch a sp map.


(kost3k) #10

I think enough. But game stops responding just few seconds after /spdevmap…

rtcwconsole.log

logfile opened on Wed Feb 20 23:24:04 2013

...detecting CPU, found AMD w/ 3DNow!
Bypassing CD checks
----- Client Initialization -----
Cmd_AddCommand: map_restart already defined
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
r_ext_texture_filter_anisotropic: 0
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'I:\WINDOWS\system32\opengl32.dll' ): succeeded
...setting mode -1: 1440 900 FS
...using colorsbits of 32
...calling CDS: ok
...registered window class
...created window@0,0 (1440x900)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 24, 8 )
...125 PFDs found
...hardware acceleration found
...PIXELFORMAT 9 selected
...creating GL context: succeeded
...making context current: succeeded
Initializing OpenGL extensions
...GL_EXT_texture_compression_s3tc not found
...GL_EXT_texture_env_add not found
...using WGL_EXT_swap_control
...GL_ARB_multitexture not found
...GL_EXT_compiled_vertex_array not found
...WGL_3DFX_gamma_control not found
...GL_ATI_pn_triangles not found
...GL_EXT_texture_filter_anisotropic not found
...GL_NV_fog_distance not found

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTS 250/PCI/SSE2/3DNOW!
GL_VERSION: 3.0.0
GL_EXTENSIONS: GL_EXT_bgra GL_WIN_swap_hint 
GL_MAX_TEXTURE_SIZE: 8192
GL_MAX_ACTIVE_TEXTURES_ARB: 0

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: -1, 1440 x 900 fullscreen hz:75
GAMMA: software w/ 0 overbright bits
CPU: AMD w/ 3DNow!
rendering primitives: multiple glArrayElement
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
picmip2: 0
texture bits: 32
multitexture: disabled
compiled vertex arrays: disabled
texenv add: disabled
compressed textures: disabled
ATI truform: disabled
NV distance fog: disabled
Initializing Shaders
...loading 'scripts/dt_oblitz.shader'
...loading 'scripts/inge_j1.shader'
...loading 'scripts/jbeach.shader'
...loading 'scripts/jlights.shader'
...loading 'scripts/jpalms.shader'
...loading 'scripts/jshawk01.shader'
...loading 'scripts/jzefet512.shader'
...loading 'scripts/sp_byblosharb.shader'
...loading 'scripts/wp_222.shader'
...loading 'scripts/ai.shader'
...loading 'scripts/alpha.shader'
...loading 'scripts/blacksmokeanim.shader'
...loading 'scripts/blacksmokeanimb.shader'
...loading 'scripts/characters.shader'
...loading 'scripts/clipboard.shader'
...loading 'scripts/common.shader'
...loading 'scripts/cursorhints.shader'
...loading 'scripts/decals.shader'
...loading 'scripts/eerie.shader'
...loading 'scripts/expblue.shader'
...loading 'scripts/explode1.shader'
...loading 'scripts/fijets.shader'
...loading 'scripts/firest.shader'
...loading 'scripts/flamethrower.shader'
...loading 'scripts/funnel.shader'
...loading 'scripts/gfx.shader'
...loading 'scripts/heat.shader'
...loading 'scripts/lights.shader'
...loading 'scripts/liquid.shader'
...loading 'scripts/maxx.shader'
...loading 'scripts/menu.shader'
...loading 'scripts/metal.shader'
...loading 'scripts/models.shader'
...loading 'scripts/netest.shader'
...loading 'scripts/oldwolf.shader'
...loading 'scripts/organics.shader'
...loading 'scripts/particle.shader'
...loading 'scripts/q3view.shader'
...loading 'scripts/sfx.shader'
...loading 'scripts/signs.shader'
...loading 'scripts/skin.shader'
...loading 'scripts/sky.shader'
...loading 'scripts/solo.shader'
...loading 'scripts/surfaces.shader'
...loading 'scripts/terrain.shader'
...loading 'scripts/test.shader'
...loading 'scripts/twiltb.shader'
...loading 'scripts/twiltb2.shader'
...loading 'scripts/ui.shader'
...loading 'scripts/ui_hud.shader'
...loading 'scripts/ui_notebook.shader'
...loading 'scripts/ui_wolf.shader'
...loading 'scripts/viewflames.shader'
...loading 'scripts/walls.shader'
...loading 'scripts/z_light.shader'
----- finished R_Init -----

------- sound initialization -------
Initializing DirectSound
locked hardware.  ok
------------------------------------
----- Sound Info -----
sound system is muted
    1 stereo
32768 samples
   16 samplebits
    1 submission_chunk
22050 speed
0x15058060 dma buffer
No background file.
----------------------
Sound memory manager started
Parsing menu file:ui/main.menu
r_rmse of 0.000000 has saved 12kb
Parsing menu file:ui/setup.menu
Parsing menu file:ui/controls.menu
Parsing menu file:ui/cdkey.menu
Parsing menu file:ui/system.menu
Parsing menu file:ui/options.menu
Parsing menu file:ui/credit.menu
r_rmse of 0.000000 has saved 204kb
r_rmse of 0.000000 has saved 252kb
r_rmse of 0.000000 has saved 264kb
Parsing menu file:ui/connect.menu
Parsing menu file:ui/quit.menu
Parsing menu file:ui/vid_restart.menu
Parsing menu file:ui/snd_restart.menu
Parsing menu file:ui/rec_restart.menu
Parsing menu file:ui/default.menu
Parsing menu file:ui/error.menu
Parsing menu file:ui/serverinfo.menu
Parsing menu file:ui/quitcredit.menu
Parsing menu file:ui/resetscore.menu
Parsing menu file:ui/buy_pop.menu
Parsing menu file:ui/multiplayer_pop.menu
Parsing menu file:ui/play.menu
Parsing menu file:ui/load.menu
Parsing menu file:ui/mods.menu
Parsing menu file:ui/briefing.menu
UI menu load time = 458 milli seconds
Parsing menu file:ui/ingame.menu
Parsing menu file:ui/ingame_controls.menu
Parsing menu file:ui/ingame_options.menu
Parsing menu file:ui/ingame_system.menu
Parsing menu file:ui/ingame_leave.menu
Parsing menu file:ui/ingame_player.menu
Parsing menu file:ui/ingame_load.menu
Parsing menu file:ui/ingame_save.menu
Parsing menu file:ui/in_vid_restart.menu
Parsing menu file:ui/in_snd_restart.menu
Parsing menu file:ui/in_rec_restart.menu
Parsing menu file:ui/notebook.menu
Parsing menu file:ui/clipboard.menu
Parsing menu file:ui/bookz.menu
Parsing menu file:ui/bookv.menu
Parsing menu file:ui/bookp.menu
Parsing menu file:ui/pregame.menu
Parsing menu file:ui/test.menu
Parsing menu file:ui/ingame_help.menu
UI menu load time = 294 milli seconds
--- Common Initialization Complete ---
Working directory: D:\RTCW
]\spdevmap sp_byblosharb
sv_maxclients will be changed upon restarting.
------ Server Initialization ------
Server: sp_byblosharb
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
Current search path:
D:\RTCW\main\sp_pak4.pk3 (347 files)
D:\RTCW\main\sp_pak3.pk3 (14 files)
D:\RTCW\main\sp_pak2.pk3 (232 files)
D:\RTCW\main\sp_pak1.pk3 (1342 files)
D:\RTCW\main\sp_byblosharb.pk3 (200 files)
D:\RTCW\main\pak0.pk3 (4775 files)
D:\RTCW/main

handle 1: rtcwconsole.log
----------------------
13820 files in pk3 files
Gametype changed, clearing session data.
------- BotLib Initialization -------
------------ Map Loading ------------
trying to load maps/sp_byblosharb_b0.aas
loaded maps/sp_byblosharb_b0.aas
trying to load maps/sp_byblosharb_b1.aas
loaded maps/sp_byblosharb_b1.aas
-------------------------------------
AAS_CreateVisibility: compressed vis size = 634304
AAS_CreateAllRoutingCache

I see nothing wrong in it.


(ronboy) #11

I see nothing wrong also. Maybe someone else will notice what’s wrong.


(kost3k) #12

I saw that other maps have rcd files in their pk3s. But byblosharb not. I waited about 10 minutes, then 2 rcd files appeared in my main folder and the game starts :smiley: Next time I have to be more patient. Thanks for your help :slight_smile:


(ronboy) #13

You’re welcome. The rcd files were not included in byblosharb’s pk3 because rcd files make a pk3 file bigger. This was mentioned in the read me file for byblosharb, I believe.
I also have decided to not include rcd files when I release a map. Players can wait a few seconds to a few minutes. (This depends on your computer’s speed). :slight_smile:
Also, rcd files only are created once when you first launch a sp map,. After that, the map will load at a normal speed.


(kost3k) #14

Downloading 5 MBs more is faster than waiting until they create… :smiley: But good to know, thx again :slight_smile:


(vicpas) #15

I agree with kost3k about RCD files sizes and download. Then i keep these files on my pk3 files…
If you optimize your maps before compilations, these files and AAS files will be reduced.


(-SSF-Sage) #16

Yeah for me the missing RCD files seems like a bad deal too. Might confuse people, and don’t leave a professional impression. Internet speeds are fast nowadays. Maybe if the RCD files take A LOT of space, you can consider doing a release with 2 different pk3s, one with rcd and one without? I won’t play a mission where I have to wait playing, even for the first time (I rarely play anything twice anyway). Also you must remember the wait is per map. If you have 10 map campaign, it will take 10-50 mins to create all the RCD files, super annoying.


(Mateos) #17

7Zip format may help for big RCD files, if the total size matters that much :slight_smile:


(ronboy) #18

Since everyone seems to be against not including .rcd files in a map release, I guess it would be for the best if I included them. Since I use a lot of custom sounds, music, etc… the downloads would take longer, which is the reason I haven’t included them in the first place. I want my releases to be at least somewhat professional. :wink:

Not to sound rude, but why bother mapping for Rtcw if the sp maps are rarely played? Et and other games have longer playability (because they are multiplayer, which I think is overrated.) Just wondering.


(-SSF-Sage) #19

Don’t get me wrong. I expressed myself wrong. It was just me saying in other words, that I use quite a little time on actually playing anything, because I use most of my game time in mapping. So If things on gaming requires me waiting or hassling, I easily close the game and open up the editor again. It’s been that way since I started mapping 6 years ago.

If I had more time to spare, maybe I could play more than once. Also probably if something is good, I might play it again later when I can’t remember how to do it anymore. Like I don’t usually like to watch same movie twice unless it has been so long since the last time that I’ve forgotten it. But my point still applies: some of the people will play the mission only once, so saying you only have to generate the RCD once does not apply in that case.

I give a tip to make it up if I offended anyone. I don’t know who know or uses this, and this is not directed to anyone specifically. A little script to add replayability :slight_smile:

nazi_x
{
	spawn
	{
		wait 50
		accum 0 random 3
		trigger nazi_x position_a
		trigger nazi_x position_b
		trigger nazi_x position_c
	}

	trigger position_a
	{
		accum 0 abort_if_greater_than 0
		//place
	}

	trigger position_b
	{
		accum 0 abort_if_not_equal 1
		//place
	}

	trigger position_c
	{
		accum 0 abort_if_not_equal 2
		//place
	}
}

(sd2009) #20

Hi,

You are right, on some slow computers generating .rcd files takes sometimes more than 5 or even 10 minutes. I am sorry for this inconvenience.

My maps are large and they need a lot of time to compile. For example, yesterday I resumed working on my new package. One nocollapse compilation took around 45 minutes. I found lots of mistakes in one of my maps sp_bybloscastle.pk3 and I must recompile and repackage again and again. The map is huge and very clustered but it is a pleasure to play this dynamic map.

Tonight I shall correct some mistakes and modify my map. It will take around 6 or seven hours including recompiling and testing. When I finish with the next beta, the motivator Vicpas should test the map in order to proceed with the next maps sp_bybloscatacombs and so on.

For those who create maps, it is clear how time-consuming it is to create a nice looking map with good qualities.

I shall bear in mind to include the .rcd files with my maps. The upload speed is high now-a-days but this depends on your location. My present location has excellent upload speeds but this is not always the case.

Hope to finish my next maps without any interruptions and with the .rcd files included.

Have fun.
sd2009.