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MapCycle from 2010-01-01 http://www.dswp.de/old/mapcycle-bot-f29/mapcycle-from-2010-01-01-t1640.html |
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Author: | MapCycle [Cron] [ 01.01.10 ] |
Post subject: | MapCycle from 2010-01-01 |
small cycle: Code: ut4_austria big cycle:ut4_turnpike ut4_tunis ut4_train_dl1 ut4_toxic ut4_dicks ut4_harbortown ut4_dust2_v3b ut4_algiers ut4_uptown coconutbeta ut4_prague ut4_swim ut4_sanc Code: ut4_train_dl1
ut4_tunis ut4_harbortown ut4_vypla ut4_algiers ut4_uptown ut4_suburbs ut4_deception_v1 ut4_eagle ut4_ambush ut4_crossing ut4_casa ut4_desolate_rc1 ut4_kingdom |
Author: | SteveMcqueen [ 01.01.10 ] |
Post subject: | Re: MapCycle from 2010-01-01 |
train utz utz utz... |
Author: | ChineseDemocracy [ 01.02.10 ] |
Post subject: | Re: MapCycle from 2010-01-01 |
Is Train DLL another beta?> if so how far from the finished product? |
Author: | natirips [ 01.02.10 ] |
Post subject: | Re: MapCycle from 2010-01-01 |
ChineseDemocracy wrote: Is Train DLL another beta?> if so how far from the finished product? Methinks DL stands for delta (it was alpha, beta and gamma before). And it's DL1 (D-L-one), not DLL.
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Author: | wurst [ 01.02.10 ] |
Post subject: | Re: MapCycle from 2010-01-01 |
lol rly? |
Author: | natirips [ 01.02.10 ] |
Post subject: | Re: MapCycle from 2010-01-01 |
wurst wrote: lol rly? rly, I was dad serious
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Author: | SteveMcqueen [ 01.02.10 ] |
Post subject: | Re: MapCycle from 2010-01-01 |
dl1 = delta 1 in other words: natirips is right. i will get back to mapping on train again around mid-march. there are quite some things to fix, gameplay-wise, that only become obvious if you know the map damn well. but then the "errors" become unnerving as hell. |
Author: | Vendetta [ 01.06.10 ] |
Post subject: | Re: MapCycle from 2010-01-01 |
yeah, just look @ the map.... good but never finished.... something you could put in were bomb effects ==> some things explode when they get bombed.... (besondes die RAKETEN auf den bombspots explodieren NICHT! mach da mal irgendwas ) |
Author: | SteveMcqueen [ 01.06.10 ] |
Post subject: | Re: MapCycle from 2010-01-01 |
was die probleme angeht, ist mir das sehr bewusst. bomb effects machen aber probleme: - bei meiner bauweise, weil ich keine "caulk hull" benutzt habe... artets in arbeit aus - hauptargument ist, dass func_breakables von jedem platz in der map aus gerendert werden, und so bei den frames zu buche schlagen die models hat querty geadded, nur war ihm nicht bewusst, das nur ein entity pro objekt moeglich ist. entweder model oder breakable. anderes beispiel is ne tuer: türen brauchen func_door (func_door_rotating?), aber eine weitere func_ entity geht nich. deswegen gibt es keine zerschiessbaren/sprengbaren türen. vendetta, ist dir aufgefallen, dass das scaling bei der map in dem neuen raum fürn eimer ist? benutze, nach dem /devmap ut4_train_dl1 /cg_thirdperson 1 (oder so ähnlich) und renn ein wenig in der map herum: das is die beste möglichkeit die grössenverhältnisse zu vergleichen. beim brotzeitraum ist die scale recht daneben, da muss ich mir n och was überlegen. |
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