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jump_when_b3 (finished)

879m · 53 · 11940

879m

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soldier can now beat every jump. no trigger_hurt or numbers above the doors because i forgot. now just to get 100% brushes on bonuses



HyperDan

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newjuls

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879m

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welp. after 390 days jump_when is finished. 100 jumps, 10 courses, 10 bonuses. there is no hurtme or regen to help save on entdata and brushes, and also because it was preventing the compile from working.
« Last Edit: March 04, 2017, 06:49:23 PM by 879m »


vice

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Dr. Heinz

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You seriously just made a (finished) jumpmap without regen -___-


John

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give me ur map and i'll compile it with regen and hurtme


879m

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You seriously just made a (finished) jumpmap without regen -___-

vbsp completely froze up and killed vbct when i tried compiling with it, idk how to fix it so i just removed it. anyway, almost no one will be playing this outside of tempus


John

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Seems good to me (added regen and triggerhurt). PM'd you the compiled version if you want to run cubemaps (and you need to pack textures)

Code: [Select]
Full Compile Selected!
Compile Start Time: Sunday, March 5, 2017,  9:22:04 PM

-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!

VBSP:  d:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vbsp.exe  -game  "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "D:\TF2 Maps\tests\jump_when_b2"

Valve Software - vbsp.exe (Feb 13 2017)
8 threads
materialPath: D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\TF2 Maps\tests\jump_when_b2.vmf
Patching WVT material: maps/jump_when_b2/cp_mountainlab/nature/blendrocktograss002_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2662 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\TF2 Maps\tests\jump_when_b2.prt...Building visibility clusters...
done (1)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (25) (3188179 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 8719 texinfos to 5593
Reduced 62 texdatas to 56 (2068 bytes to 1761)
Writing D:\TF2 Maps\tests\jump_when_b2.bsp
Wrote ZIP buffer, estimated size 2648, actual size 2032
31 seconds elapsed

Compile Complete for this module.
VBSP Completed: Sunday, March 5, 2017,  9:22:37 PM
VBSP:  Compile time: 31 seconds elapsed

-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

VVIS:  d:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vvis.exe  -game  "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "D:\TF2 Maps\tests\jump_when_b2"

Valve Software - vvis.exe (Feb 13 2017)
8 threads
reading d:\tf2 maps\tests\jump_when_b2.bsp
reading d:\tf2 maps\tests\jump_when_b2.prt
1438 portalclusters
2375 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 28908
Average clusters visible: 20
Building PAS...
Average clusters audible: 21
visdatasize:47846  compressed from 529184
writing d:\tf2 maps\tests\jump_when_b2.bsp
0 seconds elapsed

Compile Complete for this module.
VVIS Completed: Sunday, March 5, 2017,  9:22:41 PM
VVIS: Compile time: 0 seconds elapsed

-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!

VRAD:  d:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vrad.exe  -game  "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "D:\TF2 Maps\tests\jump_when_b2"

Valve Software - vrad.exe SSE (Feb 13 2017)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']

Loading d:\tf2 maps\tests\jump_when_b2.bsp
Setting up ray-trace acceleration structure... Done (1.79 seconds)
28596 faces
95101816 square feet [13694661632.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
28596 patches before subdivision
220338 patches after subdivision
sun extent from map=0.087156
475 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (39)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 10975162, max 341
transfer lists:  83.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1435305, 1135816, 358675)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(220499, 142278, 37695)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(41049, 22804, 5255)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(9090, 4440, 908)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2369, 1040, 192)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(714, 286, 47)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(240, 89, 13)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(87, 30, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(33, 11, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(13, 4, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(5, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2166 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (16)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (185)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                 633/1024        30384/49152    (61.8%)
brushes               8089/8192        97068/98304    (98.7%) VERY FULL!
brushsides           52839/65536      422712/524288   (80.6%) VERY FULL!
planes               12606/65536      252120/1310720  (19.2%)
vertexes             46692/65536      560304/786432   (71.2%)
nodes                16553/65536      529696/2097152  (25.3%)
texinfos              5593/12288      402696/884736   (45.5%)
texdata                 56/2048         1792/65536    ( 2.7%)
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                28596/65536     1601376/3670016  (43.6%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces            23144/65536     1296064/3670016  (35.3%)
leaves               17187/65536      549984/2097152  (26.2%)
leaffaces            35851/65536       71702/131072   (54.7%)
leafbrushes          16165/65536       32330/131072   (24.7%)
areas                  112/256           896/2048     (43.8%)
surfedges           223596/512000     894384/2048000  (43.7%)
edges               136903/256000     547612/1024000  (53.5%)
LDR worldlights        475/8192        41800/720896   ( 5.8%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips           1362/32768       13620/327680   ( 4.2%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         28587/65536       57174/131072   (43.6%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]    12186488/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]       47846/16777216 ( 0.3%)
entdata               [variable]      311796/393216   (79.3%)
LDR ambient table    17187/65536       68748/262144   (26.2%)
HDR ambient table    17187/65536       68748/262144   (26.2%)
LDR leaf ambient    120203/65536     3365684/1835008  (183.4%) VERY FULL!
HDR leaf ambient     17187/65536      481236/1835008  (26.2%)
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]           1/12       ( 8.3%)
pakfile               [variable]        2032/0        ( 0.0%)
physics               [variable]     3188179/4194304  (76.0%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 74229
Writing d:\tf2 maps\tests\jump_when_b2.bsp
4 minutes, 11 seconds elapsed

Compile Complete for this module.
VRAD Completed: Sunday, March 5, 2017,  9:26:54 PM
VRAD: brushes               8089/8192        97068/98304    (98.7%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: brushsides           52839/65536      422712/524288   (80.6%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: LDR leaf ambient    120203/65536     3365684/1835008  (183.4%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: Compile time: 4 minutes, 11 seconds elapsed

One Line Summary: 3/5/2017 9:26:55 PM, jump_when_b2.vmf, Team Fortress 2, normal , normal, normal, 00:00:32, 00:00:04, 00:04:13, 00:04:50
History.csv was updated.

Compile Summary - job mode: FULL
Map Name: jump_when_b2.vmf
VBSP - mode:normal , 31 seconds, 00:00:32 elapsed
VVIS - mode:normal, 0 seconds, 00:00:04 elapsed
VRAD - mode:normal, 4 minutes, 11 seconds(LDR), n/a(HDR), 00:04:13 elapsed
Total Compile time: 00:04:50
« Last Edit: March 05, 2017, 11:33:14 PM by John »



879m

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AI

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Please don't name your map that.  This is painful for us to nominate with in-game map choosers.


Sere

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Please don't name your map that.  This is painful for us to nominate with in-game map choosers.
It also makes it difficult for us to remove it from tempus if for some reason a new game-breaking bug is found and you need to compile ANOTHER version.
"Simplicity is the ultimate form of sophistication." - Leonardo Da Vinci


seras/roberto

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Please don't name your map that.  This is painful for us to nominate with in-game map choosers.
It also makes it difficult for us to remove it from tempus if for some reason a new game-breaking bug is found and you need to compile ANOTHER version.
im hungry