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DXMP_Temple_Of_Concordia


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ShadowRunner
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Re: DXMP_Temple_Of_Concordia - Postby ShadowRunner » 15 Apr 2012, 17:04


DXMP_WW2_Concordia
or
DXMP_WW2_Navarone
or etc

If a map has extra tnag weps, I tend to call it e.g. DXMP_Smuggler_Altfire. So people know you need tnag for it, not just that it's hosted on altfire server.


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Re: DXMP_Temple_Of_Concordia - Postby [FGS]Chees » 16 Apr 2012, 00:57


DXMP_WW2_Concordia as that's what it is, WW2 or not it was still there! what is
DXMP_WW2_Navarone!?


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Re: DXMP_Temple_Of_Concordia - Postby ShadowRunner » 17 Apr 2012, 15:49


Navarone is a famous fictional Island in Alistair Maclean novels and Hollywood movies.

"The guns of Navarone" - Commando raid to blow up Naval guns.
"Force 10 from Navarone" - Commando raid to assist Tito's partisans against a bridge.

It conjures up the Mediterranean special ops during WW2, ragged commandoes in fishing boats, the Classical world. Also, the origins of James Bond were in the Adriatic islands working with Greek partisans, hence why there's a Greek guy always helping Brosnan and Craig.

But further to pm, we can go with DXMP_WW2_Concordia_V1.dx that will be perfect, thx.


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Re: DXMP_Temple_Of_Concordia - Postby [FGS]Kalman » 23 Apr 2012, 05:49


Nice map, but you should the ground texture's scale to 1.0, because everyone lags on Altfire (I got 20 fps)


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Re: DXMP_Temple_Of_Concordia - Postby [FGS]Chees » 23 Apr 2012, 06:11


Thanks for feed back Kalman :) I will re set the ground scale and host privately you know my server pass. 4 PM GMT I will re test the map on LAN not normal server list with the changes mentioned and FPS it.


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Re: DXMP_Temple_Of_Concordia - Postby ShadowRunner » 23 Apr 2012, 11:19


Yes, some textures are sized smaller than 1.

Sorry I was busy with HR mod and then fell asleep watching Air Crash Investigation, I haven't put the WW2 on yet. Will let you know.


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Re: DXMP_Temple_Of_Concordia - Postby [FGS]Chees » 23 Apr 2012, 23:14


I can't fix it till I sort my pc out as I fails to validate it oops! Also I'm Ill and can't focus on anything.


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Re: DXMP_Temple_Of_Concordia - Postby chin.democ. » 24 Apr 2012, 20:13


When the map is 100% finished make sure you edit it into your first post and let us all know!


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Re: DXMP_Temple_Of_Concordia - Postby [FGS]Chees » 08 May 2012, 16:07


Will do ChinDemo :)
Kalman I looked and the floors are set at 1. What I think would help fps and lag is if I zone of certain places and fix a few textures I noticed and Shadow did also. A few semi solids need changing as well. I will do all of this after the challenge next month ends, I'm not juggling between several maps again :ney: to much to for the old noggin to comprehend :-D


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Re: DXMP_Temple_Of_Concordia - Postby [FGS]Chees » 09 May 2012, 00:07


I just checked my FPS and it seemed normal Kalman it's more in the underground parts at about 70 fps at the highest but about 50 fps tops else where if i do what I said last post it should help with your lag. I never had any when the server was hosting this map when first released and was half full with FGS members and several players i herd nothing about lag or fps problems. we both have poor pc's so maybe it's you your PC and your internet connection I'm not sure tbh!? I'm worse off in the computer department atm so if I lag then so will everyone tbh I think your internet connection has the problem speed wise along those lines!?


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Re: DXMP_Temple_Of_Concordia - Postby [FGS]Chees » 25 Nov 2013, 00:45


Changes:
Going to change spawns on this map and delete the underground part so it's not such a big map to fight on for the Altfire server. Should be done in December if time.


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Re: DXMP_Temple_Of_Concordia - Postby ShadowRunner » 02 Dec 2013, 07:01


leave the nice bits of the underground, they are nice bits, have a small underground? Need somewhere to hide and chat :D




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