Haha, don’t worry about it. Honest mistake
In other news, I’m really close. But it’s very strange. Once again I am hitting the brushface limit, even though as the numbers tell me, I am actually under the limit. So it’s redflagging early. It’s really the only thing that is stopping me from testing the map for the first time. Considering I’ve practically finished building though, this isn’t so much of a setback as it was before.
There’s a couple things I can do, one of which I’ll decide on tonight. If anyone has any preference on what I should do first, let me know!
- Go ahead and make some more props. I know for a fact that making the pipes in the pipe room into a prop, as well as turning the bridge into a prop, the map would compile. I’ve tested this. I just need Propper to cooperate. But… I’d have to rework how the bridge operates in the map’s code, so it would take me a bit afterwards.
- Just cordon off the end section and film just the mod parts. Those parts of the map will not be loaded. I don’t figure I’ll be showcasing the ending elevator+transition anyways so I could at least get the video out.
I’m not nearly as stressed out about this as I was a few days ago, as I already know the solution. Can’t do anything about it until I get back from class tonight, but nonetheless.
So again, if anyone wants the video really badly, I could pretty much start filming tonight. If not, I’ll go ahead and Prop and put this to rest forever.
EDIT 2AM EST: Okay, so maybe not.
The good news is, after propping all of the items I mentioned, all the pieces are now inside the map, plus I have a couple thousand brushsides to spare. That problem is done away for good. This means I can optimize the map later without having to worry about running into anything.
However, after playing through the map once ingame (Yessir! It compiled!), I’ve realized that the map is still not in a state for any sort of video, let alone an alpha. Most of it is a lack of lights, textures, or props, and those should be easy enough to fix.
That said, the map is not functional either, and I actually don’t know what to do. When I first loaded the map the console told me that there was a bad path at such and such track position (in this particular instance, it was a path_track at the bottom of an elevator). Therefore, when the tram reached this position (which considering at the start of the map the elevator automatically takes you there), the game crashed. This happened consistently. The only way I was able to keep this error from happening was to delete a node off of my loop that connected back into the main track.
As you can probably imagine, this is very major. If I can’t link the paths back up then players will get stuck in the loop and will be unable to go to the next level.
Man, what next in the “never ending parade of obstacles”?