Garry's Mod

Garry's Mod

ph_fountain
KuaN  [developer] 27 Jul, 2016 @ 9:44pm
Broken Stuff
If you find anything broken, please let me know here.
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Showing 1-9 of 9 comments
AndrewPFJR 19 Aug, 2016 @ 6:20pm 
hey great map, just has a few optomization problems. in some parts of the map im hitting 300 (which is set to my max fps) and in other spots in in the mid 60's. some of the larger buildings with more expensive props, or just alot of props could have func_areaportals attatched to the doors and windows. rright now even though the props are behind a door in a room they are still being rendered.

If you want to see this for yourself in the console type
sv_cheats 1
and
mat_wireframe 3

Also the fountain square area could use a hint brush put over the top of it. because in one half of the wall has bad vis leafs
https://i.gyazo.com/d9beaedd2c2318a167ef6e6b5cf9ad66.jpg
because of this the wall doesnt actually block visibility.
The roof with the crayons isnt func detailed.
the sloped arches should also be func detailed.

on a non optomization note I would reccomend turning down the ambient noises
and maby add a step at the fountain for a boat to get into the fountain easier if a person becomes a boat outside of the fountain.


Also could you give me a link to the tiny tank prop set, its great but i cant find it.
KuaN  [developer] 24 Aug, 2016 @ 10:11pm 
Sweet, I appreciate the response. Yeah, I'm aware of some of the hints being ♥♥♥♥♥. Everything I've read said not to use hints that cross the plane of water (which, unless I'm just stupid, includes the water in the sewer, which is the main problem).

The reason I haven't used areaportals is that, I'm just pretty much entirely unsure how they work. I've read through some optimization tutorials and the dev page on it, and just didn't really want to mess with it on this map.

The roof of the gazebo wasn't a func-detail on purpose, but in hindsight, was probably silly. And I actually thought I did make the arches func_details, so I'll get on that. I wasn't planning on making a second map, but I'm currently about 80% done with it (I took one of the ideas from this map, namely using logic to randomly assign skins and the chess set, and am using it to make rooms choose prop layouts and doors lock and unlock on a semi-random basis. Theoretically, including locks and each room individually picking a layout, there will be over a thousand different setups, but I haven't done all the math. Each room has 3 layouts, and there are 6 door layouts, and they all pickrandom separately). Once I finish it, I'll come back and take a look at your suggestions.

If you could follow up on area portals, that would be super duper helpful.

The tiny tanks are part of sligwolf's model pack: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=147812851&searchtext=sligwolf+prop+pack

I'm not sure if he's uploaded them separately or whatever, but it's in there.
KuaN  [developer] 24 Aug, 2016 @ 10:14pm 
Oh, I didn't address ambience.

Yeah, for that, basically I'm really lazy and used the prebuilt soundscapes. I didn't want to write my own just to lower the sound and throw a couple random noises in when the prebuilt ones were good enough for my use. Also, I'm not sure how including the script file in the addon with the map affects it, and didn't want to have to test stuff to figure it out.

I agree that it's a little loud, but I'm unlikely to change it :/
AndrewPFJR 25 Aug, 2016 @ 12:58am 
when they talk about hints crossing the water plane im fairly shure they are talking about the hint brush intersecting with the water brtush. just to make sure I created an example map of the area i was talking about.
https://gyazo.com/7174a92c91525260e8a0587b45d2699e
https://gyazo.com/ebe8c0707b4363a12b850756450b93f5
the water worked in game for me.
https://i.gyazo.com/3fa89f5003c4f04d5c7f07c056f2aa7c.jpg

as for area portals they are pretty simple just make sure that they seal a building.
that includes windows, doors etc.

for windows just create a block that covers the window, give it a area portal texture on every side then make it a func areaportal that is allways open.
https://i.gyazo.com/32ce7f45f87d26a4dee8a6b4e8e93585.png

for doors make sure the prop door covers the entirety of the doorway. I would recomend making a door from a brush/ func_door_rotating to make it fit perfectly (because prop doors often dont. Give the door a unique name, For example door 2.
just create a block that covers the doorframe. give it a area portal texture on every side then make it a func areaportal that is allways open. then put the name of the door that will be linked to the areaportal.
https://i.gyazo.com/abb6346fe3ecb55ab4f3458cbb20861b.png


if u need any more help just ask.
cant wait to see the new procedurally generated rooms. As a precausion (not going to bother to spell that right) keep an eye on the ent data percantage when you compille. I would imagine the amount of logic required to do that would be quite large and take up alot of the maps maximum potential ent data.

Last edited by AndrewPFJR; 25 Aug, 2016 @ 3:03pm
KuaN  [developer] 26 Aug, 2016 @ 10:22am 
Ok cool, I apprecate it. I'll take a look at those. And yeah, I've been keeping an eye on it and it seems fine for now. What's actually the issue I'm thinking might come into play is actually the hard entity limit. Each room having 3 separate layouts, means I have to place all the props individually (Thank god for map_edit, although it doesn't work with GMOD... because it doesn't support hammer, explicity. /cry). So all the props exist on the beginning and the logic sends Kill to all the props that aren't needed and enables motion on the ones that are (they still start asleep, thank god. That would have ruined my entire concept).

The logic actually isn't all that big. A logic_auto that sends pickrandom to a logic_case in each room onmapspawn. The case sends trigger to one of three logic_relays in each room (one for each set). Each relay has about 7 outputs. It depends on the room, because I set up some random stuff in some of the rooms. Some have more output, some have less.

The door locks work in a similar way, but use way less overall logic entities, since I only need one set for all the doors on the map.

Something fun I learned while doing this is you can dynamically apply decals (if an infodecal is named, it isn't placed on the map initially, and must receive activate at some point). Also, you can dynamically remove brushes if they are func_brush. Looking back, that is pretty intuitive, I just didn't realize you could name func_brushes.
AndrewPFJR 26 Aug, 2016 @ 7:24pm 
cool glad it helped, cant wait to see the logic in action.
AndrewPFJR 28 Aug, 2016 @ 7:03pm 
dont worry about deleting ur .vmf its relativley easy to decompile a map from the steam workshop
https://www.youtube.com/watch?v=NpBYdmlTsPk:steamhappy:
ChaosLove 21 Nov, 2019 @ 5:10pm 
Sorry, double posting because I didn't see this discussion before commenting. I'm receiving ERROR instead of the plant items beside the trees in the main fountain square. The ones in the planters? Is there any fix for this?
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