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RE: rp_evocity_fl - De CodeerHeer - 03-07-2019

Problem solving 101


Spoiler :
[Image: K5zl7mc.jpg]



(03-07-2019, 02:08 PM)TheSiphon Wrote: Now that the farm area & tunnel were added, what's the current map layout like?
[Image: k59Bfk9.png]


RE: rp_evocity_fl - De CodeerHeer - 03-07-2019

(03-07-2019, 01:50 PM)Dimitris Wrote: To be honest I would much prefer seeing you trying to re-create V2D in a much modern way than creating this huge map on a server with 20 people on.

If this map turns out to be a success, I'll take that as another project.


RE: rp_evocity_fl - Julern - 03-07-2019

(03-07-2019, 01:50 PM)Dimitris Wrote: To be honest I would much prefer seeing you trying to re-create V2D in a much modern way than creating this huge map on a server with 20 people on.
its currently 20 people playing yeah, because most of the players is waiting for the new map, its gonna repopulate quick, no other servers has this map its special.


RE: rp_evocity_fl - Steven8ken - 03-07-2019

Yes please hurry up we need FL TO BE GOOD AGAIN

no rush tho do your best i hope it looks great


RE: rp_evocity_fl - De CodeerHeer - 03-08-2019

Problem:

The February update of Garry's Mod raised the amount of solids you can have in a map, but did not raise the MAX_MAP_BRUSHSIDES.

On hold till this is fixed in an update.


RE: rp_evocity_fl - don - 03-09-2019

(03-08-2019, 01:41 AM)CodedBrain Wrote: Problem:

The February update of Garry's Mod raised the amount of solids you can have in a map, but did not raise the MAX_MAP_BRUSHSIDES.

On hold till this is fixed in an update.

GMOD hardly update the game. Its like a 4-7 month for one minor update.

Only chance you have is contacting them, to see if they can help you with your situation. This could push the update or you could get ignored. Either way, you have tried if it is a no then we have to wait.

But who knows they could bring that little tweak out and you can carry on.


RE: rp_evocity_fl - Luna - 03-09-2019

(03-08-2019, 01:41 AM)CodedBrain Wrote: Problem:

The February update of Garry's Mod raised the amount of solids you can have in a map, but did not raise the MAX_MAP_BRUSHSIDES.

On hold till this is fixed in an update.

Can you not delete/simplify some brushes or turn them into models?


RE: rp_evocity_fl - De CodeerHeer - 03-09-2019

(03-09-2019, 01:12 PM)Arny Wrote:
(03-08-2019, 01:41 AM)CodedBrain Wrote: Problem:

The February update of Garry's Mod raised the amount of solids you can have in a map, but did not raise the MAX_MAP_BRUSHSIDES.

On hold till this is fixed in an update.

Can you not delete/simplify some brushes or turn them into models?


This is what I did, which turned into a lot of issues. I can look at what I can simplify, but I don't think it'll be enough.
I'll have an idea, I'll look into it.


RE: rp_evocity_fl - TheSiphon - 03-09-2019

(03-09-2019, 02:16 PM)CodedBrain Wrote:
(03-09-2019, 01:12 PM)Arny Wrote:
(03-08-2019, 01:41 AM)CodedBrain Wrote: Problem:

The February update of Garry's Mod raised the amount of solids you can have in a map, but did not raise the MAX_MAP_BRUSHSIDES.

On hold till this is fixed in an update.

Can you not delete/simplify some brushes or turn them into models?


This is what I did, which turned into a lot of issues. I can look at what I can simplify, but I don't think it'll be enough.
I'll have an idea, I'll look into it.

Though there is the option of removing some buildings/areas that are not needed in the map. Maybe remove some of the extra buildings at areas like farm or lake. The ones that never get used.

Not sure what the current brush side count is, but one option is to remove angled brushes, as the bounding box is also counted as brush sides. At least according to the valve developer wiki page.

The third option would be to just turn some brushes into models with propper, though it's not exactly the best solution.


RE: rp_evocity_fl - De CodeerHeer - 03-09-2019

Gonna take a look and those solids, which can be converted to models without having to worry about lighting. I think I have an idea.