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The map is supposed to be as close to the real thing as possible. ive noticed the sniper trigger thing is a bit fast, so ill change the speed of it later, so theres more delay between someone shouting 'sniper' and the player being killed. i know about the z-fighting in the bunkers, shadow caulk should be able to stop that, and the z-fighting should be fixed for the final version aswell. btw, nothing in this is based off the cod version. this was started over a year ago, before cod was even started. this is also supposed to be as close to the real thing as possible, the cod one isnt and is changed for gameplay. |
Ok, sounds like you've got a plan to tweak it. That's good. The VIS thing can work better than you know. It should be used. You can set up a dozen large zones. What you need to do is a little math. Figure out the width and depth of the map. Then note your faplane. What you should try to do is have the VIS groups sized to the same dimesion that your far_plane is, so if the far_plane is 3000 units, the VIS boxes should be 3000x3000. At least the ones in the center areas of the map. What will help FPS is the areas, for example, where the gliders are... you can't see them from the German side of the bridge...so why not VIS them out? That will save you a lot of brush and model trouble and your FPS will go up from it.
Using that logic will only make your map play faster and better with a fair to large number of players! I know several servers hoping to host the final version, and speed is the key! IF you would want any more specific input on VIS, please ask. Be glad to help, it's a great map, maximize your potential. |
hey guys i love da map maybe some c47 flying over the map and some aa guns if they where stationd there, and wich server is running this map
thanks for this very awsome map and thanks for future responses |
Looks real good. I am very impressed.
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looks good guys. But i expect it could be alot bigger!
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I'll try and use those vis blocks then, and see how long a full compile would take, which should help the fps indoors a bit.
The map couldnt be any bigger, its less than 128 units from the edge of the grid. the triggers for killing the player were around 3000 from the edge of the map, except the allied side, where you can just about see the edge of the map. the other end of the map past the destroyed half track was supposed to have a straight road, but had to be curved so there would be room at the allied side. There were MGs firing into the sky behind the cafe aswell, but they were giving too many errors, and had no sound, so they were taken out for this version. they might be back in for the final release though, if they work properly |
wow dude !!! nice !!! rock:
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[quote="Uber_Soldat":76e21]I'll try and use those vis blocks then, and see how long a full compile would take, which should help the fps indoors a bit.
The map couldnt be any bigger, its less than 128 units from the edge of the grid. the triggers for killing the player were around 3000 from the edge of the map, except the allied side, where you can just about see the edge of the map. the other end of the map past the destroyed half track was supposed to have a straight road, but had to be curved so there would be room at the allied side. There were MGs firing into the sky behind the cafe aswell, but they were giving too many errors, and had no sound, so they were taken out for this version. they might be back in for the final release though, if they work properly[/quote:76e21] sounds good |
[quote="Uber_Soldat":1c904]I'll try and use those vis blocks then, and see how long a full compile would take, which should help the fps indoors a bit.
The map couldnt be any bigger, its less than 128 units from the edge of the grid. the triggers for killing the player were around 3000 from the edge of the map, except the allied side, where you can just about see the edge of the map. the other end of the map past the destroyed half track was supposed to have a straight road, but had to be curved so there would be room at the allied side. There were MGs firing into the sky behind the cafe aswell, but they were giving too many errors, and had no sound, so they were taken out for this version. they might be back in for the final release though, if they work properly[/quote:1c904] any plans for an Obj ver? |
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been thinking about it, but dont hold your breath might do some kinda obj where the allies have to run across and capture the bridge while the axis try to stop them by blowing the bridge up via plunger in pillbox |
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