Tripwire Interactive Forums

Go Back   Tripwire Interactive Forums > Red Orchestra 2 / Rising Storm Forums > RO2/RS Modifications > Level Design

Reply
 
Thread Tools Display Modes
  #1  
Old 03-19-2013, 07:55 AM
Hardcore Hartzer Hardcore Hartzer is offline
Senior Member
 
Join Date: Jan 2013
Posts: 132
Default Play in Editor

Hello, when I try to play my map in editor I always get no feedback from the editor when I click continue on the server welcome screen. I hope you have a tip how I can test my map before I publish it. Btw I have a forest map with thick vegetation but also a good PC. But I think it`s just too much for it with all the vegetation.I hope you can disprove my guess but if not I can just test the map on a real server right?
__________________
Reply With Quote
  #2  
Old 03-19-2013, 08:02 AM
-=}WoLvErInE{=-'s Avatar
-=}WoLvErInE{=- -=}WoLvErInE{=- is offline
Senior Member
 
Join Date: Mar 2011
Location: Chi-Town
Posts: 1,082
Default

maybe this might help. http://forums.tripwireinteractive.co...ad.php?t=87123



sounds to me like you dont have roles set up
__________________

WIP Maps: Bridge - Farm - Kriegszeit - Wake Island + IC:V Maps
Reply With Quote
  #3  
Old 03-20-2013, 06:44 AM
Hardcore Hartzer Hardcore Hartzer is offline
Senior Member
 
Join Date: Jan 2013
Posts: 132
Default

My map is ready to play. I just had a little trouble with mini objectives before I added the vegetation but It was possible to get ingame. After I set up vegetation it`s just to laggy. So I can`t even press continue without windows telling me there`s no feedback from the SDK.
__________________
Reply With Quote
  #4  
Old 03-20-2013, 08:22 AM
PsychoPigeon's Avatar
PsychoPigeon PsychoPigeon is offline
Senior Member
 
Join Date: Mar 2006
Location: Brighton, England
Posts: 471
Default

what are your specs
__________________

Message me if you want a large collection of ww2 sound effects for map making.
Reply With Quote
  #5  
Old 03-20-2013, 01:44 PM
Hardcore Hartzer Hardcore Hartzer is offline
Senior Member
 
Join Date: Jan 2013
Posts: 132
Default

CPU:i5 2.73 GHz
RAM:8GB DDR3
OS:windows7 64-bit
GPU:1GB Dx.11 GDDR 5 memory bus 128 bits
__________________
Reply With Quote
  #6  
Old 03-20-2013, 01:58 PM
Greathero Greathero is offline
Member
 
Join Date: Jul 2011
Location: Germany
Posts: 62
Default

I prefer to test the map through Steamworkshop in-game because the performence is much better.
__________________

Last edited by Greathero; 03-20-2013 at 02:01 PM.
Reply With Quote
  #7  
Old 03-20-2013, 02:55 PM
Hardcore Hartzer Hardcore Hartzer is offline
Senior Member
 
Join Date: Jan 2013
Posts: 132
Default

Quote:
Originally Posted by Greathero View Post
I prefer to test the map through Steamworkshop in-game because the performence is much better.
Do I have to cook the map and upload it? Or do I automatically publish it when I upload it?
__________________
Reply With Quote
  #8  
Old 03-20-2013, 03:49 PM
Greathero Greathero is offline
Member
 
Join Date: Jul 2011
Location: Germany
Posts: 62
Default

Quote:
Originally Posted by Hardcore Hartzer View Post
Do I have to cook the map and upload it? Or do I automatically publish it when I upload it?

You only have to cook it but you donīt have to publish it
__________________
Reply With Quote
  #9  
Old 03-20-2013, 03:51 PM
Hardcore Hartzer Hardcore Hartzer is offline
Senior Member
 
Join Date: Jan 2013
Posts: 132
Default

Mhh how long does it approximately take to cook the map and do I have to rebuild paths first?
__________________
Reply With Quote
  #10  
Old 03-20-2013, 04:20 PM
Catalavos's Avatar
Catalavos Catalavos is offline
Senior Member
 
Join Date: Oct 2010
Location: Baltimore, MD
Posts: 652
Default

The cooking/publishing process takes less than a minute for each file (player file and server file) but as you well know, the "building" part can take hours.

What I've been doing is working on my map in the evening and then doing a "Build All" with the lighting set to "Production" right before I go to bed. The map will (probably) be fully re-built by the time you wake up. When you wake up, go to your computer and save the re-built map. Next, go get a pot of coffee ready and hit the start button. Now, go back to your map and hit the "Publish" button. In about 3 minutes you'll have a published map that you can then upload to the Steam Workshop. Next, go under "Tools" in the editor and select the tab for the workshop and begin the upload of your map to the Workshop. Now you can go drink your coffee and make some bacon and eggs. By the time you're done making and eating breakfast your map should be completely uploaded. If it isn't, go back and make some more bacon.

After all this, you'll need to go to your Steam profile and subscribe to your map. Now, open the game and your map should begin downloading to your computer from the Workshop. You can open your map by clicking on "Steam Workshop" on the game menu screen and then selecting it from the list of Workshop items.
__________________
...no, no, you've got the wrong map there, this is Stalingrad...You wouldn't have had much fun in Stalingrad, would you...
Reply With Quote
  #11  
Old 03-20-2013, 04:45 PM
Hardcore Hartzer Hardcore Hartzer is offline
Senior Member
 
Join Date: Jan 2013
Posts: 132
Default

Ok Thanks! My last Path building session took about 40 hours but maybe it`ll go faster this time.
__________________
Reply With Quote
  #12  
Old 03-21-2013, 12:23 PM
danh danh is offline
Senior Member
 
Join Date: Jun 2012
Posts: 1,370
Default

Quote:
Originally Posted by Hardcore Hartzer View Post
Ok Thanks! My last Path building session took about 40 hours but maybe it`ll go faster this time.
What are your specs?
Reply With Quote
  #13  
Old 03-21-2013, 06:10 PM
Hardcore Hartzer Hardcore Hartzer is offline
Senior Member
 
Join Date: Jan 2013
Posts: 132
Default

Quote:
Originally Posted by danh View Post
What are your specs?
I mentioned them above.
__________________
Reply With Quote
  #14  
Old 03-21-2013, 07:08 PM
danh danh is offline
Senior Member
 
Join Date: Jun 2012
Posts: 1,370
Default

Quote:
Originally Posted by Hardcore Hartzer View Post
I mentioned them above.

Shouldn't take 40 hours to build paths. I get reports from other map makers it is taking 10 hours ++ to build paths but it takes me 30 minutes to 2 hours. Maybe I am doing something wrong.
Reply With Quote
  #15  
Old 03-22-2013, 04:51 AM
Hardcore Hartzer Hardcore Hartzer is offline
Senior Member
 
Join Date: Jan 2013
Posts: 132
Default

Quote:
Originally Posted by danh View Post
Shouldn't take 40 hours to build paths. I get reports from other map makers it is taking 10 hours ++ to build paths but it takes me 30 minutes to 2 hours. Maybe I am doing something wrong.
Well, maybe I am doing something wrong...but I don`t know what. I`ve set up my pylons like you explained it in your tutorial and then just pressed building.

I can`t believe it...

kritisch.jpg
__________________
Reply With Quote
  #16  
Old 03-22-2013, 11:10 AM
danh danh is offline
Senior Member
 
Join Date: Jun 2012
Posts: 1,370
Default

Quote:
Originally Posted by Hardcore Hartzer View Post
Well, maybe I am doing something wrong...but I don`t know what. I`ve set up my pylons like you explained it in your tutorial and then just pressed building.

I can`t believe it...

Attachment 12182
Well, judging by that picture it looks like you have too many trees! Try to limit pylons to playable areas to reduce building time. Also, maybe bots shouldn't roam in trees so you can exclude pylon there if you want.
Reply With Quote
  #17  
Old 03-22-2013, 12:39 PM
BOH-rekrut's Avatar
BOH-rekrut BOH-rekrut is offline
Senior Member
 
Join Date: Oct 2011
Location: germany
Posts: 254
Default

my highes pathbuilding took 15 minutes on Univermag on my other maps not higher then 12 minutes .

the key is to check the ,,Use Recast Symplification ,, in the meshGeneration of the pylon properties .

when u doens't do this it will take more then 15 min and when u wait 40 hours u doesn't check that .
__________________
DH 5.0 standard maps
DH-Hill400--DH-Kommerscheidt--DH-Simonskall
RO2 Custom Maps
TE-Butovo--TE-Univermag--TE-Gumrakstation--TE-Koitos1943--TE-Kaukasus--TE-Odessa
Reply With Quote
  #18  
Old 03-23-2013, 02:51 PM
Hardcore Hartzer Hardcore Hartzer is offline
Senior Member
 
Join Date: Jan 2013
Posts: 132
Default

Quote:
Originally Posted by BOH-rekrut View Post
my highes pathbuilding took 15 minutes on Univermag on my other maps not higher then 12 minutes .

the key is to check the ,,Use Recast Symplification ,, in the meshGeneration of the pylon properties .

when u doens't do this it will take more then 15 min and when u wait 40 hours u doesn't check that .
Thanks, this speeded the process up but I think I have to much trees to get it under 10 hours.
__________________
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 04:50 AM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Copyright Đ2005 - 2013, Tripwire Interactive, LLC