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Old 02-03-2012, 11:23 AM   #131
Fr0Z3n
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Complete maps take a while to load because there is so much there. Hightower probably takes a while due to entities, and TM takes a while because it is a very large map, which lots of entities. Hammer actually isn't crashing, it's just not responding. It is still running, and your map is still loading, but hammer just doesn't want you know that it is doing work, it's kinda shy.


Let the map load run for a few minutes. I know that on my low-end laptop it took 5 minutes to open up Thundermountain, so if you have a not-so-powerful computer, you just need to be patient :/
 
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Old 02-03-2012, 09:07 PM   #132
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Thanks for these; great to be able to see how the stock maps were made.
 
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Old 02-04-2012, 02:00 AM   #133
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@MaximilianZakes - Exactly as Fr0Z3n has said, these maps do take quite a bit longer to load ona PC that isn't quite at the top end of things. The ones that valve give for people to look at do not have EVERYTHING included in them, they strip out a lot of stuff that that your average user would have no idea what it would be just to help clean things up. Just give it some time and you will see it shall load It does on my PC fine, but then again, I do have one a little higher up the specs category. Lol

Hardware: i7 920@4GHz, 12GB RAM, GTX580
Hightower(took 6 seconds to load)
ThunderMountain(took 23 seconds to load)

So based on those figures with the hardware I have, comparably, most people would have to wait somewhere between 20-30 seconds for Hightower to load and possibly 60-75 seconds for Thunder Mountain to load

@Duffking - Thank broski, let me know if you find anything useful from it and share it with us, the more knowledge the better.

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Old 02-28-2012, 12:44 PM   #134
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Default Valve Maps(Decompiled)


Thanks for the uploads again, guys. This is insightful stuff

One thing I have a question about though, if anyone can answer, is how are the ghosts managed in eyeaduct? According to the valve developer wiki, there is a "ghost" entity that is not in the original FGD, and they don't provide a custom one. The ghosts are nowhere to be seen on the map, there are no spawn points for them, and there are no pathways for them like in harvest.

are they perhaps controlled and spawned entirely by nav?
 
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Old 05-21-2012, 06:08 PM   #135
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PL_Frontier doesn't seem to work. It quits at about 94% with no crash message or anything. I would suspect it's related to the 3 unloadable solids. Does anyone know of a workaround for this?

EDIT: Nevermind, loading from the autosave after crashing worked.
 
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Old 05-22-2012, 02:11 AM   #136
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Thats a new bug, presumably from the most recent sdk update, maps with invalid solids in now crash hammer no matter what option you choose. Also if you choose yes to reload the map with the invalid solids removed it will crash, but if you load it up again the map will appear in hammer but with all the point entities removed.
 
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Old 06-27-2012, 10:54 PM   #137
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http://calcified.net/maps/sd_doomsday_d.rar
 
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Old 06-30-2012, 05:39 PM   #138
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If you open up the decompiled foundry and then hide tool brushes with visgroups, it hides most of the brush geometry in the map. Does this happen to anyone else?

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Old 06-30-2012, 09:12 PM   #139
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Quote:
Originally Posted by EArkham View Post
If you open up the decompiled foundry and then hide tool brushes with visgroups, it hides most of the brush geometry in the map. Does this happen to anyone else?
Recently Valve has been using playerclip instead of nodraw for the back of brush faces. Blame them.

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Old 06-30-2012, 10:06 PM   #140
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Gold rush does it too.
 
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