*brandishes a sword* Take that back you swine! :O
Just a little question:
How long does it take to compile the entire map?
This is obviously one of the largest custom maps i know...
Thanks for the update, good luck in Australia.
I wonder when he'll be back from Australia.
Not sure i saw him on steam playing a game for the first time in awhile though.
Any word on when this might get corrected? We all love this map over on FFN and I'd really love it not to crash our server anymore.
Please update this. This is one of the best custom maps I've ever played.
As far as i'm aware Eerie has been trying to update this, but recent engine changes since the last release of this map have included the reduction of certain limits, limits which have prevented him from releasing a new version of the map since Cashworks exceeds those new limits. For the sake of example, but not neccasserily, the requirement to drop the brush count so that the compile of the map can be completed successfully.
It's a lot of effort to re-work an existing project though, rather than to make something from scratch, especially when you're dealing with an old project with a lot of production mistakes. It's hard for an author to justify going back to an old project when they have the possibility of making something new and better with that time.
i sat my busy arse down and finally ran a successful 32-demomen-firing-8-stickies-and-launching-4-pipes-test-stresstest. as mentioned... successfully
(plz let me know if there´s any harder test i can run to assure stability)
i´m happy as a kid could be, i´ll finish up some construction for the last point, and off we go with a test on the tf2maps-servers.
@grazr: "reduction of certain limits".... are the limits stricter than before?
feeling like out of the cave after 2 long years, i´m not up to date with the engine, what are the big changes?
so.... cashworks is well alive, i just had to do the usual post-university-get-a-job-&-relocate-and-get-your-head-straight-stuff
Well, you're going to be in for a bit of a nasty surprise as far as lighting is concerned. They broke VRAD somehow so now it leaves random splotches on things.
what a great news at the end of the year :woot:
The most significant one is the reduction of water-indices/t-junctions which is a by-product of detail alignment. I believe we spoke of this several weeks ago. We had to address stairs and fences, using func_lod and other entities to reduce water indices on detail geometry.
A updated Cashworks?
Do want. Glad it's not being left for dead like so many other projects around here.
Any major changes in the works?
after capturing cp3, the left gate on blu´s forward spawn opens and a gate on the right drops to assure people don´t take the long route
i added a stairway on the left (when you stand in front of the vault) to make it easier to get to the 2nd level (where the traktor-wheel is at).
this way red gets a small advantage. it´s not much of a change to the basic layout and per se no new sentryposition, but the climb is easier
other than that no visible changes, small tweaks here&there, texture-alignement, got rid of a nasty 4xdisplacement, etc....
prepare for a pre-final release for testing-sake coming weekend and i´ll give it to the guys from TF2Xploits to make it bulletproof.
Can't wait for the next release of this.
NOT yet THE FINAL VERSION! Plz do not distribute further than Tf2Maps Servers or private testing!
I pre-finally punched out the latest version of CSW, feel free to bite in.
If you fancy, arrange a play, i will definately do so once i track back home today.
Still things to do asap for the Final:
Get some prefinal testing going
Correct Issues pointed out by TF2Xploits
* Fixed ED_alloc entity overflow crash by reducing the dynamic entity count
* added stairway to the raised platform on CP4 to allow a better fortification
* added closing gates on Blu´s forward Spawn after CP3 gets caputred to direct the playerflow correctly
* minor various adjustments
Firstly, THANK YOU! Cashworks is without question my favorite PL map (stock or custom!).
Love the little tweaks. Also, thank for fixing the engie exploit that would allow getting on the roof overlooking the second point.
However (been testing it locally), BLU engineers can still build teleporters inside second BLU spawn. If you stand on the lower/sunken level of second spawn, and face the upper level inside spawn, you can build.
Also, in RED's final spawn (upper), engineers can still build inside the spawn near the exit door.
I absolutely love Cashworks, thank you! Is it ok if I feature it on www.tf2tightrope.com in the same way Swiftwater was featured?
Erieone, would you have any issues with the current "PREFINAL" version being put on a public server? I know you're busy, and don't know when the "FINAL" version will be out. But our server is using the version before your "PREFINAL", and with the improvements (not the least of which is the reduced entity count) in the version you posted here, we'd like to replace our old version for now (until the FINAL-FINAL comes out!).
I can see why he doesn't want it on Pubs yet... Everyone loves Cashworks but this version has like a 30% failure rate to load on certain client's Computers and that's not good for its otherwise stellar reputation. I think it might be a core issue with Valve's data structure that's behind it b/c I've never seen this issue with smaller maps before where the data seems to truncate itself while handling such a huge BZ2. It certainly didn't happen from the compressing, I can verify that...
The exact error, is not some Overflow from the way I've heard it described but rather the Client's computer just locks up entirely while in the map-loading screen. ...Really hope there's a lucky solution found to this because as you know, you can't GET a detailed error report when HL2.exe goes into hungapp status. Our players on FFN are dying to get this map back into their normal rotation, so Thanks for all your hard work, and We're pullin for ya.
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