"Unfortunately, no one can be told what The Matrix is..." (56k warning!)

Lol sweet. Maybe I'll resize the dojo to be huge, and add some boxes so that you can play it with guns. Maybe you can do that. Just my 2 cents.
 
DUDE, MOONQUAKE!!! UPDATE PLZ!! how's it going so far, any new screens?? beta?? alpha?
 
I can't believe this guy isn't king of the world.

Amazing mapping.
 
w00t to the MOONQUAKE!

this map is looking freaking awesome! :D
 
You mean map, maybe someone can put it on the front page as news.
 
Thanks guys!

Front page news when final version is released!! Maybe mods/admins will freak out and post the beta on front page, but they shouldn't. They would have done it already so they understand it's not the time yet!

Update: all rooms done, all rooms connected. I'm tweaking the gameplay. Bots will definitely be limited on this map. I'm helping them as much as I can but I can't do magic. oh well, we'll see it's a map for humans not bots! :)

I got no new screens because I don't want to spoil the new areas. YES new areas that you haven't seen yet! :)

MQ
 
MoonQuake said:
Thanks guys!

Front page news when final version is released!! Maybe mods/admins will freak out and post the beta on front page, but they shouldn't. They would have done it already so they understand it's not the time yet!

Update: all rooms done, all rooms connected. I'm tweaking the gameplay. Bots will definitely be limited on this map. I'm helping them as much as I can but I can't do magic. oh well, we'll see it's a map for humans not bots! :)

I got no new screens because I don't want to spoil the new areas. YES new areas that you haven't seen yet! :)

MQ

DUDE!!!.. ;D
:cheers:
 
Great work.

This thread is now my homepage, so i get this as soon as it's released.

:bounce: :bounce:
 
Update:

Ok, I'm done with all the rooms and corridors. I played with bots (sucky!) and it works. I'm pretty satisfied of what I've got so far. I'd do a lot more but, hey, I got to release something soon. I'd say the map is in alpha stage right now. I gotta fine tune some areas, make the map presentable and it'll be a go.


Current problems that need to be fixed prior to beta:

1- I build the map with Hammer, then start the map in CS:S. In-game, no entities (props, breakable objects, doors) are showing up right away... Soon or later, the game freezes momentarly and the screen shakes rapidly. After about 10 secs I see "Warning: connection problem!" and then after a second or two, the game unfreezes, and loads all the entities. THEN I can play the map and move around freely. It sometimes happens again when I enter some other rooms, but then once it did that in a few rooms, I'm good and the problem doesn't come back ever until I rebuild the map again.

2- Model count limit for a map.

I had an error message yesterday when loading the map in CS:S about "Cannot load blabla.mdl. Modelprecache... too many models" something like that but today (same build, no changes) the error is gone.

I wonder what is the max amount of models allowed in a map.


I hate random problems/errors, and those are the hardest to fix. Unfortunately, when you don't work AT Valve, you don't have the programmers ready to answer your questions! :)

MQ
 
MoonQuake said:
Update:

I hate random problems/errors, and those are the hardest to fix. Unfortunately, when you don't work AT Valve, you don't have the programmers ready to answer your questions! :)

MQ

So true.. so true :imu:
 
good job moonquake. especially the office reminds me absolutely of the scene in matrix.

- "but also the texture bank and visual definition fitting the ones of The Matrix movies."

after seeing those shots, i have to agree.

what size is the map?
 
Ever thought of teaming with TS, or another Matrix like mod if there is one?
 
Rafa: I try my best man, my honest and modest best! :)

lonestar: it's hard to say... I guess about as big as dust2. But it goes down and up, and here and there...

Fliko: I just couldn't have the time! :(

MQ
 
looking great as usual MQ, v much looking forward to thsi one :)

Keep it up....


:cheers: :D
 
BTW, the last "CS:S FPS update" boosted the overall FPS of The Matrix map! Yay!


Stay tuned tonight for a new announcement...

MQ
 
MoonQuake said:
Update:

2- Model count limit for a map.

I had an error message yesterday when loading the map in CS:S about "Cannot load blabla.mdl. Modelprecache... too many models" something like that but today (same build, no changes) the error is gone.

I wonder what is the max amount of models allowed in a map.

Check this section on your compile log :):

Code:
Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) <--- HERE!1!!!!!!1!oneeleven
brushes                 35/8192          420/98304    ( 0.4%) 
brushsides             273/65536        2184/524288   ( 0.4%) 
planes                 264/65536        5280/1310720  ( 0.4%) 
vertexes               195/65536        2340/786432   ( 0.3%) 
nodes                   33/65536        1056/2097152  ( 0.1%) 
texinfos                91/12288        6552/884736   ( 0.7%) 
texdata                 18/2048          576/65536    ( 0.9%) 
dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 
faces                   89/65536        4984/3670016  ( 0.1%) 
origfaces               66/65536        3696/3670016  ( 0.1%) 
leaves                  35/65536        1960/3670016  ( 0.1%) 
leaffaces               89/65536         178/131072   ( 0.1%) 
leafbrushes             61/65536         122/131072   ( 0.1%) 
surfedges              649/512000       2596/2048000  ( 0.1%) 
edges                  433/256000       1732/1024000  ( 0.2%) 
worldlights              2/8192          176/720896   ( 0.0%) 
waterstrips              2/32768          20/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices            21/65536          42/131072   ( 0.0%) 
cubemapsamples           2/1024           32/16384    ( 0.2%) 
overlays                 0/512             0/180224   ( 0.0%) 
lightdata             [variable]       17120/0        ( 0.0%) 
visdata               [variable]          54/16777216 ( 0.0%) 
entdata               [variable]         798/393216   ( 0.2%) 
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]           1/202      ( 0.5%) 
pakfile               [variable]        9906/0        ( 0.0%)
 
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