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  • Site Migration: See bugs? Report them here. Want something changed or have an idea? Suggest it here.
  1. The Jill

    "Out of Memory or address space" error when building cubemaps

    As far as I can tell that command no longer works in TF2. A lot of convars and command-line flags are meant for development use. Unfortunately, they get picked up into guides/FPS-configs and the like by people who don't fully understand why they're used. There are convars that control...
  2. The Jill

    "Out of Memory or address space" error when building cubemaps

    Passing -heapsize to TF2 will either do nothing, or something bad. Don't do that. If you don't mind sharing, what OS and video card are you using? Do you have any error spew in the console prior to crashing? Also, try lowering your texture quality to minimum, *restarting* tf2, and then...
  3. The Jill

    Repacking your maps

    I've made an optional update available under the prerelease branch that fixes this. Anyone uploading or compressing workshop maps should switch to this branch until the next TF update ships with this fix: (This fix is the only difference in that branch)
  4. The Jill

    Repacking your maps

    This is a bug that snuck in with the recent toolchain updates. It should be fixed in the next client update. Apologies!
  5. The Jill

    Packing .nav into .bsp

    The former -- some commands to update bsp files use an incremental-resave path that tries to treat the lumps as vector data, rather than just copying them directly. This path isn't compression-aware, so it (correctly) aborts when it sees a lump that has the compressed header. Since maps are...
  6. The Jill

    Packing .nav into .bsp

    There is a known bug with embedding files into already compressed maps with bspzip. As a workaround, decompress the map (bspzip -repack), add the file, and recompress it (bspzip -repack -compress).
  7. The Jill

    Repacking your maps

    I can explain a bit since most of this code is my fault: Both the "bspzip -repack" command and the in-game command invoke the bsp code's "Re-generate this BSP file" logic, which reads in and then writes out the BSP file, ensuring it is saved in the canonical way. Since it re-processes every...
  8. The Jill

    Discovered an odd bug in nav meshes.

    This sounds like an event isn't being triggered when the cart captures a point sans players. That would explain the lack of kill-feed event, and game-logic that follows from that event not occurring. We'll take a look.
  9. The Jill

    Future way of packing nav files into bsp and getting them to work properly with workshop + elsewhere

    The approach here is to allow all map-named files (pop files, nav, soundscape, particles...) to have a nameless variant that works when embedded in the map. Also functional now are popfiles -- you can embed mvm_foo_normal1.pop as just normal1.pop (you can also now have multiple pop files per...
  10. The Jill

    The Mayann Project

    Map-named files will still work inside the BSP, but are likely to break for workshop maps and upon rename. Ideally the packing tools would prefer the embed.nav style, which will be more robust. For files generally generated post-compile (nav meshes, pop files), I have a tweak to the workshop...
  11. The Jill

    The Mayann Project

    Soundscapes are still buggy, they're on the list for cleanup. I don't think it made it into any patchnotes, but nav files now support being embedded into BSPs as "embed.nav", such that renaming doesn't destroy things. I will likely hook up soundscapes and particle manifests similarly. You can...
  12. The Jill

    UEAKCrash's 2016 April Fools' Day Mini-Contest!

    Wait. Stahp.
  13. The Jill

    PD Tribute

    Perhaps ironically, this issue only occurs when running on medium or lower texture settings. The OpenGL backend seems especially susceptible. The next TF update should fix this issue, so Crash will have to try harder to crash everything.