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Testing Map

Posted: Sun Mar 19, 2006 5:33 pm
by walks
Does anyone know the quickest way to test a map to see if changes have worked?

Posted: Sun Mar 19, 2006 5:46 pm
by PKM
drop your compiled .bsp into maps/dm; go to your multi player screen, click on the billboard to your right, select deathmatch or teammatch, select your map from the pull down menu then click on start. if you have two cpus, have the map also in the other cpu's maps/dm directory and join in via lan.

Posted: Sun Mar 19, 2006 6:38 pm
by LeadHead
Or just compile your map, put the .bsp in either 'maps' or 'maps/dm', type "maplist" in the console at any point that you can bring down the console, and browse to your map. If it is in the maps/dm directory, double click on the dm folder. Of course, you won't be able to play your map with other people as this is only single player mode, but this is great for just testing architectural changes or details made. But also keep in mind that you won't be able to plant bombs or anything (I think), so if you need to do that then just do what PKM said.

Posted: Sun Mar 19, 2006 8:16 pm
by PKM
one should always do what PKM says, it's the first commandment in the church of me. question and you're a hethen.

Posted: Mon Mar 20, 2006 12:07 am
by LeadHead
:lol:
My bad!

(Woohoo! 100th post! I know that's just about nothing to most of you, but its an accomplishment for me!) :wink:

Posted: Mon Mar 20, 2006 12:43 am
by PKM
LeadHead wrote::lol:
My bad!

(Woohoo! 100th post! I know that's just about nothing to most of you, but its an accomplishment for me!) :wink:
lol you get a free baptism at the church of me for this accomplishment (get 100,000 and you're a saint)

Posted: Mon Mar 20, 2006 2:01 am
by lizardkid
copy your shortcut to MOH, and add the following parameter to the end.

+map <mapname>

and every time you click it it'll boot the map from the main folder. just be sure to always keep your recent version in the correct folders!

I.W.I.N.

Posted: Mon Mar 20, 2006 10:37 am
by walks
Thanks. My map takes about 7 mins to compile in Mbuilder though. Is there a quicker way?

Posted: Mon Mar 20, 2006 11:10 am
by Kalti
walks wrote:Thanks. My map takes about 7 mins to compile in Mbuilder though. Is there a quicker way?
Depending on your compile settings and VIS datasize, 7 mins could be considered a quick compile :)

What compile settings are you using ?

Posted: Tue Mar 28, 2006 3:56 am
by hogleg
just figured this out, maybe every1 allready knows this...

If you want to start your single player level in a multiplayer mode just do this
in your console.

Code: Select all

alias mymap "g_gametype 1; wait; map yourmapname"
then just type in your alias "mymap"
I've known about this for starting MP games for awhile but this is really cool for SP. Go into spectator and the AI think your there. You can examine how your AI act.

:wink:

Posted: Tue Mar 28, 2006 12:25 pm
by Rookie One.pl
Why bother when you can get the same result with the noclip cheat? :P

Posted: Tue Mar 28, 2006 2:06 pm
by PKM
how about just typing ''maplist'' in the console for SP style mods ? that's how i tested hog-o's remegen SP mod.

Posted: Tue Mar 28, 2006 2:14 pm
by Jack Ruby
I always used to leave a leak in the skybox to speed things up, not very useful if you want to see your beautiful lighting effects but if your just checking the layout and geometry of your structures then its perfect.

It misses the vis or lighting stage or both, cant remember but I do remember it would compile in minimal time.

Posted: Tue Mar 28, 2006 2:57 pm
by PKM
leaks yes. if the compile is taking more than five minutes or going up in increments instead of down durring the compile, i'll go back in, set my grid to 1 and cut a small hole in a far corner of the map. granted my lighting isn't perfect but it still looks pretty damn good.


Image

Image

Posted: Tue Mar 28, 2006 6:58 pm
by hogleg
^why not just use -fast on the vis stage?

And Rookie, isn't that just as easy as using noclip cheat?