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VSH Map bugs/glitches/errors thread.

Discussion in 'Team Fortress 2' started by Echo, Dec 13, 2011.

  1. Shadow

    Shadow Registered

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    @rswallen
    I have to test it to be sure, but one major thing that was noticed is that most of the displacements were done on multiple sides, like a brush with multiple displacement sides, they were overclipping one another... and some were outside of skybox.. also errors with it.. This should not be done as it was so basically removed a lot of it (to avoid fixing them all separately as it takes too long that way) Overall logs are much cleaner now but still a few things to sort out. But I wanna test the rez markers first.. I've gotta figure out folders again as I keep forgetting.. should really write it down.

    Another thing.. the map is so badly optimized it toke over a day of compiling and it never finished (on full obviously but still) had to go back and redo a lot of it just to get to proper play testing, it looks shit atm but at least it can be tested.

    @Darkness899
    If you're interested I could pass you the vmf and you can take over, I don't mind sharing as long as you let me know.
     
  2. Shadow

    Shadow Registered

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    Pardon the double post..
    Confirmed rez markers being fixed on top...
    Still the map will need a lot more work on it I guess.
     
  3. Darkness899

    Darkness899 Registered

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    Played arena_kolob earlier today and noticed that the central doors in the middle building on both sides are sometimes blocked by an invisible wall. Players can't walk through them and bullets are blocked aswell. Doesn't happen every round though. Did this happen before, or is this something caused by the recent updates?

    Had a look at it in Hammer and it appears that there are doors and a bulletblock brush that open/gets disabled as the 'setupgate' opens. Weird thing is that I don't seem to find any input as to when those doors have to open.

    But this is kolob I'm speaking of. I tried editing this map before to give it some better performance, but the map is a mess and thus hard to optimise. So yeah, not really eager to work on this one (after I'm done with haat). Or I could leave the optimisation as-is and just fix the doors. If there's anything else (non-performance wise) that needs work on this map, can take a look at that aswell.
     
  4. lefab

    lefab Registered

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    Not recent, it's been happening since a long time ago.