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jump_dreamy

False_ · 12 · 3655

False_

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***VERSION 2 UPDATE RELEASED***
Changes include:
>Increased lightmaps, should have fixed issues with the map crashing (couldn't test it myself, so please respond if it does still crash)
>Added nogrenades and func_clip to some jump barriers to prevent cheating
>Increased difficulty of pipetrick and downair bonuses so they require their respective techniques
************************************************************************************************
Just finished my second map, jump_dreamy! The map is designed for demo beginners, but is also possible as soldier. It has 3 courses (12, 12, and 11 levels respectively) and 6 bonus jumps. The difficulty is t3 for demo and around t4 for soldier.

Screenshots: http://imgur.com/a/VVhML
Map Download: http://gamebanana.com/maps/193517

Tell me how it plays, feedback is appreciated as always!
« Last Edit: December 29, 2016, 04:09:16 AM by False_ »


Dr. Heinz

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Map is not working, when I try to launch I get: Engine hunk overflow!

And tf2 crashes.


scotch

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Map is not working, when I try to launch I get: Engine hunk overflow!

And tf2 crashes.
Need r_hunkalloclightmaps 0 to run it.

I think the error in this case should be fixed by lowering the lightmap scale of everything. Select everything, shift+a, edit the lightmap number to something higher, 32 or 64. Other than that I don't really know how you could fix this.

The map itself is quite fun.
Found a few things though:
Can stick last of c1 on the front wooden part.
Spoiler (click to show/hide)
Most if not all of the dividers on the map can be used as demo.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Whatever airpogo level, you can stick this side of the concrete starting platform.
Spoiler (click to show/hide)
This wallpogo level is quite easily skipped by putting two sticks on either of the walls. Not really an issue, just fyi.
Spoiler (click to show/hide)
« Last Edit: December 28, 2016, 07:56:09 AM by scotch »


Dr. Heinz

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What does that actually do?? Why is the default 1.
Krakatoa also had this problem.


scotch

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What does that actually do?? Why is the default 1.
Krakatoa also had this problem.
It would be for performance reasons I imagine. I don't really understand it but as far as I can tell source uses hunk memory as a way to quickly generate lightmaps, but it is also limited to a certain extent so it can't handle large maps or extremely complex/convoluted lighting.


False_

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Huh, yeah I've never gotten that error when testing the map myself, I'll try to fix that up later today. And all the dividers being usable, it's sort of tedious and unnecessary to put nogrenades or a func_clip around them since you can't really use them to cheat anything easily. The airpogo stick skips I'll try to fix as well, I thought I fixed those but apparently not.


Dr. Heinz

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Didn't really need the dividers, but last is very cheatable with it.
I would make them all non-sticky tbh.

Good map.


RNC1839

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Quote
Yes, the hunk is used for large static allocations such as textures and geometry, and the zone is for smaller (and possibly volatile) allocations.

Having two (or more!) zones like this is a common pattern in games. There are two reasons for this;

1) Most games will preallocate the memory they require to run and then perform their own allocations from that space. Not only can this be faster than using the OS allocator but it stops the OS from paging your textures/geometry/whatever out to disk. Using your own allocator also makes it easier to create code to track memory patterns and leaks.

2) Keeping your small and/or dynamic allocations in a separate zone avoids fragmenting the zone that's used for larger allocations. Fragmentation is where previous small allocations have left "holes" that result in the amount of contiguous free space becoming smaller than total free space and is the bane of games who are pushing memory limits :)
http://stackoverflow.com/questions/520714/can-someone-explain-quake3s-hunk


It's weird to me that they would make the hunk a static size, but at the same time valve doesn't make ridiculously massive maps.

For fixing it raising the lightmap scale is the easiest way, I ran into this issue with phobos and some of the displacements and other faces without shadows have light map scales of 256+


Zike

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solid map just a couple of things I noticed though when playing through it

you can easily double or triple pre this jump
Spoiler (click to show/hide)
minor but it'd be nice if stickies passed through these dividers on second to last
Spoiler (click to show/hide)
lastly on the pipetrick bonus you can do it pretty easily with just a good double pre and the downair bonus can be done without downairing at all


False_

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Just released an update to the map, original post goes over changes. I've raised the lightmap scales to 64 on all surfaces and 128/256 on select brushes. I personally never had issues with the map crashing my game so I couldn't test it, but hopefully now there isn't an issue with loading the map.

solid map just a couple of things I noticed though when playing through it

you can easily double or triple pre this jump
Spoiler (click to show/hide)
minor but it'd be nice if stickies passed through these dividers on second to last
Spoiler (click to show/hide)
lastly on the pipetrick bonus you can do it pretty easily with just a good double pre and the downair bonus can be done without downairing at all

The double-pre/triple-pre jump is intended, there are regen triggers to prevent you from dying to it too. I've made changes to the bonuses as well to fix up those issues.


scotch

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Dr. Heinz

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