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Posted: 12 Sep 2008, 08:05
by Hammer[HK]Time!
I just read the Hitman's history on that site and lol'd. I think Reclaimer was right, you don't sound like the real thing to me either.

Posted: 12 Sep 2008, 08:35
by ~
Hammer[HK]Time! wrote:I just read the Hitman's history on that site and lol'd. I think Reclaimer was right, you don't sound like the real thing to me either.
Can believe what ever u want.
You sound like another jealous perp though....

Posted: 12 Sep 2008, 14:48
by ~[FGS]Próphèt~
ShadowRunner wrote: I have a feeling it could make a good DTS map.
make pacman DTS only too... that way it could serve a function on an AltFire server, the map i mean (now it doesn't :protest: )

Posted: 12 Sep 2008, 15:07
by ShadowRunner
That is a good idea. Perhaps Enforcer and DTS. A blade version could be fun or hell, I am not sure.

Actually we need to get hold of Baleout and get that map edited. A lot of weps are missing on some wep racks.

Posted: 12 Sep 2008, 16:15
by ~
I would agree that would probally be a good idea.

Posted: 12 Sep 2008, 16:45
by Kamikaze
Are you sure you made that clan list? I remember that floating around years ago, all it seems like you did was update it with modern clans.

Posted: 12 Sep 2008, 18:03
by Skilgannon
I'll try and remember all the info in your posts for this. Ok, here we go...

1. The spawnrooms are not all red, check the SDK again. :wink:

2. I haven't put in the pulser. I used nobody's list to make sure I didn't. I'll double-check it tomorrow though, just to make sure.

3. Should've asked before, but what's so bad about the poly count? It cause lag or something?

4. I don't remember the map you mentioned, only started playing DXMP this year.

5. Did you notice the teleporter tex? :D

Gotta go now, more tomorrow.

Oh, and to answer your question Shadow, yes the map is inspired by the UT and UC2 map, Morbius. :D My fave map on UC2! Heh, if I ever get Live, you won't want to meet me in a melee only DM, I'll tell you that now. :twisted:

Posted: 12 Sep 2008, 19:15
by SPAZ ROFELZ
Hitmans site makes me metabolic end product with laughter and pity

Posted: 12 Sep 2008, 20:16
by ~
SPAZ ROFELZ wrote:Hitmans site makes me metabolic end product with laughter and pity
to funny i haven't seen a better one.

Posted: 12 Sep 2008, 20:54
by ShadowRunner
Skilgannon, it's great to hear that you are an SG enthusiast and interested in SG mapping.
3. Should've asked before, but what's so bad about the poly count? It cause lag or something?
Well to cut a long story short, the higher the average polys, the lower the fps.

It's one reason also that detail and brushwork needs to balanced on maps with multiple areas/rooms. You might great fps in one area and suckage fps in another. Sometimes it is just inexplicable, it appears to be how points converge, even when you arent use high numbers of polys. Sometimes you can not avoid it, such as the SG room in DXSG_CMD, that baby is a complicated polygon, so the mapper (Nobody) has compensated with low detail in the rest of the room.

Posted: 13 Sep 2008, 00:38
by ~][FGS][Nobody~
Oh my.. yes, the SG room.. it's an fps drop.

Posted: 13 Sep 2008, 01:28
by Skilgannon
I've always liked Stargate, ever since I started watching SG-1 many a year ago. Watching the current series of SG Atlantis on Sky One at moment! :D

Yeah I had noticed the lower quality in the Gate room, but I always thought it was 'cause the gate looks crap. Visually I mean. Soz Nobody, don't mean any offence, I'm sure you'll find fault with my map when it gets published! :lol: My ma's pc scoffs at DX and its graphics requirements, having a P4 processor, A GeForce 4 (I think) AND 2.5 Gigs of RAM, and as such I don't notice any FPS drop. My dad's laptop however (which I've been playing on tonight), however, is a different kettle of fish. It can't even run Scoutz without a drop in FPS. Crappy bloody thing.....

Posted: 13 Sep 2008, 02:17
by ShadowRunner
The SG looks good to me, especially when active.

Deus Ex has its limitations, and static meshes are one of them.

What you have to realize, is that besides the fact that SG maps are large.
Each ring transporter is 6 x 16 sides. And then some maps have up to 10 ring transporters, that is a massive amount of polygons, it's a wonder there are no bugs or bsp errors. So with that in mind, the SG is a triumph.

It makes me laugh when ppl worry about fps. I used to have constant 8-11 fps, then it improved to about 22, these days I'm using a gfx card older than DX, ATI RAGE 128, giving me about 30-40 fps. to be honest I hardly notice any difference in my scores, but perhaps augs is easier.

Posted: 15 Sep 2008, 17:42
by ShadowRunner
Skilgannon,

we shuffled servers around, you will have to send the map to Nobody and ask him nicely to upload it for testing on the server.

Posted: 15 Sep 2008, 17:47
by ~][FGS][Nobody~
Original altfire is online again. W00der seems to have fixed the control panel bug.