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Re: [FGS] Otherworld Server - Discussion

Posted: 05 Sep 2011, 14:43
by [FGS]Kalman
Maybe 145,23,88 (bright,hue,sat)?
And I've got some other values too:
  • 167,21,21
  • 222,32,87
  • 144,21,0 (pure orange)
  • 144,29,149
  • 181,35,84
All of them are in Unreal Light Units
I hope it can help you

Re: [FGS] Otherworld Server - Discussion

Posted: 05 Sep 2011, 16:51
by chin.democ.
Made a note of those, cheers.

Re: [FGS] Otherworld Server - Discussion

Posted: 05 Sep 2011, 18:29
by [FGS]Kalman
I've found a good tool, you can use to convert RGB color to Unreal colors
http://unreal.gamedesign.net/Ulight/

Re: [FGS] Otherworld Server - Discussion

Posted: 09 Dec 2011, 20:59
by Majster
I was playing on two HR maps. This maps are good, but I more like weapons, M4, Famas or shotgun. 8-)
I want server with only this stuff, and without augs. :-D

Re: [FGS] Otherworld Server - Discussion

Posted: 11 Dec 2011, 18:39
by Alessi
Didn't even notice Otherworld was owned by you guys! Silly me hehe :bwahaha:

Re: [FGS] Otherworld Server - Discussion

Posted: 12 Dec 2011, 03:35
by ShadowRunner
I run Otherworld, I left FGS, due to a request from FGS, I removed the title.

@ Majster

Thanks for map comments.

About augs - SG maps are generally too big without augs. Certain features don't function well or at all without augs. FGS is a 0-aug server, therefore it is unlikely I will remove augs. When my server was busy, there were aliased players asking/spamming for players to leave and go to altfire, when clearly people were enjoying the new maps. Frankly it was sad. I know some players like Anihex are quite honest about it and don't visit my server, that's their choice, but in general Anihex is in the minority, ZXC, Mirk, AG and most other custom servers are augged.

I am considering removing augs per kill though. So players may only have 4 augs max. This will encourage people to work in co-op more and on SG, that is a lot of fun.

Re: [FGS] Otherworld Server - Discussion

Posted: 12 Dec 2011, 13:40
by Alessi
ShadowRunner wrote:I run Otherworld, I left FGS, due to a request from FGS, I removed the title.
Oh..I see

Re: [FGS] Otherworld Server - Discussion

Posted: 12 Dec 2011, 13:50
by ShadowRunner
Current maps

Area51Bunker_V3_152
A51TheDayAfter_V2TacticalB
DXSG_CMD_V1
DXSG_AbydosB
DXSG_Orbital_TNAG_X
Area51_TheDayBefore - offline. I realized it has no guides for the teleporters yet.

expected
DXSG_Silo
DXSG_Skyline
DXSG_Nexus

Re: [FGS] Otherworld Server - Discussion

Posted: 12 Dec 2011, 15:09
by Majster
ShadowRunner wrote:I am considering removing augs per kill though. So players may only have 4 augs max. This will encourage people to work in co-op more and on SG, that is a lot of fun.
Yes, it's good idea. :wink:
ShadowRunner wrote:Current maps

Area51Bunker_V3_152
A51TheDayAfter_V2TacticalB
DXSG_CMD_V1
DXSG_AbydosB
DXSG_Orbital_TNAG_X
Area51_TheDayBefore - offline. I realized it has no guides for the teleporters yet.

expected
DXSG_Silo
DXSG_Skyline
DXSG_Nexus
Why only this maps? Can you add DXMPHR and maybe WWII maps? :-D Also, you can add mapvote, because someone may want have choice.

Re: [FGS] Otherworld Server - Discussion

Posted: 12 Dec 2011, 19:50
by ~][FGS][Nobody~
The others are not SG maps. He wants to host SG maps along with altfire.

Re: [FGS] Otherworld Server - Discussion

Posted: 12 Dec 2011, 20:12
by Poor
The SG maps are large but most people only go to the secret bases :? . The one with the alien base is good though because most people don't know about it and its secret weapons.

Re: [FGS] Otherworld Server - Discussion

Posted: 17 Dec 2011, 08:45
by ShadowRunner
Along with these requests, I have requests for tactical SG and Clyzm/HR also. Nobody, that is incorrect, not just tnag.

I could host a multitude of weps on the same server, but prolly would have to increase gametime, there is nothing worse than downloading shedloads, joining a game then suddenly having to download shedloads again.

The issue with HR maps and Clyzm, is the lag from the wep models. With WW2 I have some unresolved fps issues from textures.
Give it some time and I will figure something out. Thanks for feedback and requests.

Re: [FGS] Otherworld Server - Discussion

Posted: 17 Dec 2011, 10:59
by [FGS]Kalman
ShadowRunner wrote:Along with these requests, I have requests for tactical SG and Clyzm/HR also. Nobody, that is incorrect, not just tnag.

I could host a multitude of weps on the same server, but prolly would have to increase gametime, there is nothing worse than downloading shedloads, joining a game then suddenly having to download shedloads again.

The issue with HR maps and Clyzm, is the lag from the wep models. With WW2 I have some unresolved fps issues from textures.
Give it some time and I will figure something out. Thanks for feedback and requests.
I think not the weps models are the problem
I noticed if the texture scale is under 0.25, it will lag

Re: [FGS] Otherworld Server - Discussion

Posted: 17 Dec 2011, 14:59
by Majster
ShadowRunner wrote:Give it some time and I will figure something out.
Ok. 8-)

Re: [FGS] Otherworld Server - Discussion

Posted: 18 Dec 2011, 08:08
by ShadowRunner
Kalman wrote:I think not the weps models are the problem
Sewers map has average polys of 6, there is no brush (except pipes) bigger than six sided anywhere at all in the map
I did hours and hours of testing each Clyzm wep, also some other players made their own tests, definitely SOME of the Clyzm weps are too HIGH poly, especially the DualMP5Kfix.
Kalman wrote:I noticed if the texture scale is under 0.25, it will lag
Cozmo gets problems in-game even with textures scaled to 0.5 size. Other players don't. So it's OS/Hardware?/gfx related also.

I think also it is how you make the texture, because some textures are represented at 1.0 scale, but still cause problems. I think it could be that I was dumb and didn't use 72 dpi but used 300 dpi, or something like this. I need to look at the original pcx files. I was tending to make textures from 512 x 512 pixel sized images. I know Tack recommends less? 256?
In any case, we now have 3500 new textures lol, should keep us busy for a while.

Interestingly, custom textures now look crap, but default textures look very sexy, Maybe I should post some screenie comparisons alongside screenies of my gfx controller settings.

I've just doubled my fps roughly, by fiddling with the texture options in my gfx card settings. I noticed that the names of the parameters were same/similar to the parameters you can fiddle with/tweak in your deusex.ini. ( if you have intel/onboard thingy)