Keep trying; I've had odd 'failed to publish' errors without any notification too; people speculate it's the servers being busy. I kept hitting publish for 2 days, worked eventually.
Posts by Spherix
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Please tell me you put a func_tracktrain in there
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Quote from tr0nic
Kz maps were really popular. There were modded servers with checkpoints ( the noob way
, your time doesnt count in the ranking) or the not so raging way once you get used to the jump mechanics of cs 1.6The 1.6 community is quite alive, but I don't play that game anymore. I skipped CSS and the climb community did mostly as well, or at least, the original style did as the physics in CSS were quite different and did not allow the same jumps being made. With the return of maps and servers for KZ(climb) maps in CS:GO, I noticed that there were many players, few servers, and a handfull of maps. Hence I started porting maps from 1.6 to CS:GO since the same jumps can be made again (mostly ;-)).
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CS:GO you mean?
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Just finished porting this map from CS 1.6 to CS:GO;
[Blocked Image: http://s18.postimg.org/cse8riivt/2013_08_03_00006.jpg]
[Blocked Image: http://s18.postimg.org/cse8riivt/2013_08_03_00006.jpg]
[Blocked Image: http://s21.postimg.org/rmw66yx5z/2013_08_03_00008.jpg]
[Blocked Image: http://s23.postimg.org/5dhsgzfmj/2013_08_03_00011.jpg]
[Blocked Image: http://s23.postimg.org/lw5j9t32z/2013_08_03_00012.jpg]
[Blocked Image: http://s24.postimg.org/mps8wfvz9/2013_08_03_00013.jpg]
[Blocked Image: http://s14.postimg.org/k8175n169/2013_08_03_00014.jpg]
Shameless Steam Workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=166858512
Might add 3D skybox later, it was causing odd problems so I ditched it

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Yeah I was aware of that, same goes for .kv files.
Anyway, it must have been the steam servers that couldn't handle it, I left the publishing window open as it was yesterday, no changes to the map, and it just published it... Thanks for the help nonetheless!
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The crashing stopped, but now I get a blunt error from the workshop publisher saying 'Failed to publish file!' Without any addtional error.. Google tells me it might be caused by Pakrat that corrupts things? The map plays fine now..
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Quote from FMPONE
Did you use pakrat?
Yes.
A recompile without the .nav file seems to work on at least one system, not able to test on multiple as we speak. What's wrong with pakrat?
Quote from iwxanthiDid you run stringtabledictionary in console? If so recompile or open bsp with pakrat and remove the line with stringtabledictionary
No, I'm not familiar with this;'will google ;o
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I was about to publish a map I've made and went through my usual routine of testing the map on several systems prior to uploading.
The game however crashes whilst loading the map, and goes straight back to the desktop without any notification. The map does run fine on the system I've built it with, and earlier versions of the map do also run on the other testsystems.
My best guess is that it's an error with some of the custom content in the map and/or the fact that those custom assets are embedded into the bsp.
I could not find any error logs of the game crashing, but I'm quite clueless where to look for them as well. Any suggestions on how to tackle this issue?
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Heh that's odd. Have you let other people test that?
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Have you tried setting an angle for your light_env? (use 'Point at' in its properties)
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Well it depends on how you seal the map off. If you have lots of structures in your map, it could still be that one of those structures itself has a leak, but the skybox (or even worse, a giant cube'd skybox) around your map hides that leak. Those leaks will show when you are using areaportals for example; the compiler will notify you that there is a leak and generate a pointfile, but you can still run the map itself since the entire map is sealed off by a skybox for example.
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Learning.
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Hi there,
I'm adding snow to a map I'm currently working on, and I'm getting fed up with the fact that even when there is no func_precipitation in my structures -only outside of them- it's still snowing inside. That leads to having snowfall inside caves on my map, which doesn't make sense. I've tried keeping the func_precipitation a good few units away from the outer walls of the structures and I've tried using the func_precipitation_blocker, which doesn't seem to work in any case oddly enough.
Any suggestions on how to make it snow outside, but not inside? The brushes that make up the func_precipitation are not intersecting with any of the structures walls.
Edit; found it in the Valve Wiki under https://developer.valvesoftware.com/wiki/Precipitation_issues
QuoteSometimes, when a func_precipitation is next to a thin enough wall, the rain or snow will fall through the wall and into your building.
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The insides aren't that bad indeed, but the main outer structure is this:
[Blocked Image: http://csserv.ru/images/cs_maps/1060/1_original.jpg]
Right after decompile in Hammer;
[Blocked Image: http://s7.postimg.org/vkrb122dn/man_everest.jpg]
Hence I wonder if I should go on with it, I kinda realized too late that I should have been using displacements from the start in certain areas, I went ahead without any planning
Perhaps I'll leave it in brushes to 'honor' the original map. It's a port after all.. :X -
Working on a climb (kreedz) map for cs:go; porting kz_man_everest from 1.6 to go.
Part of the internal cave structure; lighting needs work.
[Blocked Image: http://s12.postimg.org/n8fz6id8t/2013_07_30_00003_SMALL.jpg]
Brightness cranked up a notch via Photoshop here;
[Blocked Image: http://s18.postimg.org/a7ccf7as9/2013_07_30_00001_small.jpg]
Both the inner caves and outer mountain structures are quite blocky/square cause the map came from 1.6. I'm currently in doubt if I want to use displacements on tons of surfaces to create a bit more realistic shape here and there, I am however in doubt if this will cause performance issues.
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Your console output ingame should notify you if you have spawnpoints in incorrect locations.
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I'd start with reverting those displacements; use regular brushes if the surface is flat.
Furthermore, apply the nodraw texture to every non-visible surface. That includes the sides/back of planes used for skybox etc. Only the visible side has to be skybox. I see quite a lot of ad01 textures being applied on places where the player couldn't see, I'd still say: nodraw it.
Best thing is perhaps to nodraw the entire map after you're done removing the displacements where they are not needed and then texture per surface, not object.
I'm not at a pc with Hammer at the moment, but there's more than one way to prevent the engine from rendering the next room aside from placing an actual visual door.
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Took a quick look, and whilst I could go on and on explaining all the things I found, it all comes down to very poor optimalisation of the map as far as I can tell;
Read up on things like
https://developer.valvesoftware.com/wiki/Optimizat…level_design%29
https://developer.valvesoftware.com/wiki/Optimizat…level_design%29
http://www.nodraw.net/2009/12/optimi…-demonstration/
https://developer.valvesoftware.com/wiki/Visibility_optimization
(all of them)External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.etc.
Also, displacements are nót cheaper when it comes down to a flat surface.