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#1
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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?
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#2
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maybe this might help. http://forums.tripwireinteractive.co...ad.php?t=87123
sounds to me like you dont have roles set up
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![]() WIP Maps: Bridge - Farm - Kriegszeit - Wake Island + IC:V Maps |
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#3
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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.
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#4
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what are your specs
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![]() Message me if you want a large collection of ww2 sound effects for map making. |
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#5
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CPU:i5 2.73 GHz
RAM:8GB DDR3 OS:windows7 64-bit GPU:1GB Dx.11 GDDR 5 memory bus 128 bits
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#6
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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. |
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#7
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Do I have to cook the map and upload it? Or do I automatically publish it when I upload it?
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#8
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Quote:
You only have to cook it but you donīt have to publish it |
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#9
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Mhh how long does it approximately take to cook the map and do I have to rebuild paths first?
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#10
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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.
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...no, no, you've got the wrong map there, this is Stalingrad...You wouldn't have had much fun in Stalingrad, would you... |
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#11
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Ok Thanks! My last Path building session took about 40 hours but maybe it`ll go faster this time
.
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#12
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What are your specs?
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#13
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#14
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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.
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#15
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Quote:
I can`t believe it... kritisch.jpg
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#16
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Quote:
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#17
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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 .
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#18
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Quote:
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