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Socialstyrelsen

nmo_dodgeball_v5

64 posts in this topic

Updated map to v5, check OP.

(v4 wasn't worth releasing, too many bugs)

Feedback would be nice. I'm kind of sick of testing.

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Since this map is feature complete now, I updated the op with vmf + assets, so if anyone wants to make their own dodgeball version, feel free.
(don't just add your server banner or something like that, that's stupid)

Also, don't send Socialstyrelsen any PMs. I'm just using his account to edit the OP. He's been inactive on NMRiH for months now.

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Hate to bump this, but is there anything that can be done about the cubemaps? I have no idea if it's just an error on my end or not, but when I play this map, the reflections all have the Valve Missing Texture (pink and black checkerboard) brightly shown in them.

Apart from just being ugly as sin, it also makes it difficult to see if there are players waiting in the respawn room.

I tried generating the cubemaps myself, but it always hangs up on the "Creating default cubemaps for env_cubemap using skybox sky_fema_hdr..." part. Plus I think (?) it places the generated cubemaps into the bsp file itself, which makes a map mismatch error when I try to join servers.

Am I going about this the completely wrong way?

----------

EDIT: So I realized the problem was I had HDR turned off in my options. Having it on fixes the cubemaps, although it does make the map stutter a bit for me since my computer's not very recent.

I assume there's no way to make cubemaps for a publicly released map work without HDR and without causing version mismatches?

Edited by Qwazzy

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Hate to bump this, but is there anything that can be done about the cubemaps? I have no idea if it's just an error on my end or not, but when I play this map, the reflections all have the Valve Missing Texture (pink and black checkerboard) brightly shown in them.

Apart from just being ugly as sin, it also makes it difficult to see if there are players waiting in the respawn room.

I tried generating the cubemaps myself, but it always hangs up on the "Creating default cubemaps for env_cubemap using skybox sky_fema_hdr..." part. Plus I think (?) it places the generated cubemaps into the bsp file itself, which makes a map mismatch error when I try to join servers.

Am I going about this the completely wrong way?

----------

EDIT: So I realized the problem was I had HDR turned off in my options. Having it on fixes the cubemaps, although it does make the map stutter a bit for me since my computer's not very recent.

I assume there's no way to make cubemaps for a publicly released map work without HDR and without causing version mismatches?

Suppose you can run it with HDR off and use "mat_Specular 0", That would remove cubemap rendering altogether until you reactivate it though.

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Oh poop, I think I forgot to compile LDR cubemaps. How embarassing. Not sure if it's worth to release a new version just for that though.

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Oh poop, I think I forgot to compile LDR cubemaps. How embarassing. Not sure if it's worth to release a new version just for that though.

Probably not. Billionlioe's response worked perfectly for me by removing the purple reflections, and it sounds like a feasible option for anyone who can't use HDR with a reasonable framerate.

I only had concern about lag and fps to begin with because this map tends to get pretty stutter-y for poor computers in the later stages when all the mutations and effects are being unlocked.

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I only had concern about lag and fps to begin with because this map tends to get pretty stutter-y for poor computers in the later stages when all the mutations and effects are being unlocked.

It has to do with the server also. When I ran the server from my own computer it worked perfectly. But when I tried to run it from jestservers it lagged with a lot of zombies alive.

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It has to do with the server also.

True. Especially with servers running additional plugins or obtrusive HTML ad-ridden MOTD's.

Edited by Qwazzy

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