DXMP_StrangeDocks
- [FGS]Kalman
- Throne/6G
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DXMP_StrangeDocks
Hi!
This is one of much maps I'm working it
I gave it the StrangeDocks name, because it had special ceilings: http://www.xfire.com/video/523d3d/
I had to delete it, because after I substracted a brush, it didn't work properly
There's a crane in the last picture, it's a mover, so you can get on the roof (there's a locked way into the interior, you can see it in the second picture, I'll open it later)
This is one of much maps I'm working it
I gave it the StrangeDocks name, because it had special ceilings: http://www.xfire.com/video/523d3d/
I had to delete it, because after I substracted a brush, it didn't work properly
There's a crane in the last picture, it's a mover, so you can get on the roof (there's a locked way into the interior, you can see it in the second picture, I'll open it later)
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- chin.democ.
- chinny!
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Re: DXMP_StrangeDocks
Very nice work, I could host this for you in beta mode if it's ready assuming it's suitable for 0 augs. One thing that is annoying me a little is in the second picture, can you please half the scale of the metal wire floor on the steps!
Is this a daytime map then? Any chance of making it nighttime?
Is this a daytime map then? Any chance of making it nighttime?

Re: DXMP_StrangeDocks
This map is for 0 augs, Altfite or both?
It looks like well. I remember map DXMP_Dockside, your map is similair to Dockside, but is bigger.

ShadowRunner wrote: There's paranoia and anger everywhere about fps, people are taking 0a FAR too seriously, liven the game up and make it more fun for EVERYONE. (and me and Chees lol)
- [FGS]Kalman
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Re: DXMP_StrangeDocks
I can make nighttime version too, and I wanted for both (enough big for altfire, but enough small for 0aug)
Ok I rescale that texture
Ok I rescale that texture

Re: DXMP_StrangeDocks
I think nighttime version isn't need.[FGS]Kalman wrote:I can make nighttime version too, and I wanted for both (enough big for altfire, but enough small for 0aug)
Ok I rescale that texture


ShadowRunner wrote: There's paranoia and anger everywhere about fps, people are taking 0a FAR too seriously, liven the game up and make it more fun for EVERYONE. (and me and Chees lol)
- [FGS]Kalman
- Throne/6G
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Re: DXMP_StrangeDocks
Ye, Zan Goh and Ratesc only
Ratesc is the perfect map for me, it's my role model for my maps
Ratesc is the perfect map for me, it's my role model for my maps

- ShadowRunner
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Re: DXMP_StrangeDocks
Ratesc is very good.
Looks good, the wire mesh will look better when rescaled, otherwise looks interesting.
Looks good, the wire mesh will look better when rescaled, otherwise looks interesting.
- [FGS]Chees
- Cherub/7H
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Re: DXMP_StrangeDocks
Nice mapping Kalman. I'm intrigued as I never played a map set in daylight. I look forward to this 

- [FGS]Kalman
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Re: DXMP_StrangeDocks
Thanks
I tried to put back those "strange" ceilings, I did it
It was buggy before, maybe rebuild error
I tried to put back those "strange" ceilings, I did it
It was buggy before, maybe rebuild error
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- ~][FGS][Nobody~
- Illuminated
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Re: DXMP_StrangeDocks
Oh, are those concrete ceilings or warp zones? 

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- [FGS]Kalman
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Re: DXMP_StrangeDocks
Ye, warp zones, it was easy to set them up
- ShadowRunner
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Re: DXMP_StrangeDocks
Sometimes deco/actors won't stay where it is supposed to, it wasn't designed to be in gravity-defying situations. I had this problem with Nexus, I made a container in the outside "spill" it's contents, which should be floating around in space, but some of the contents just fall, despite the correct scripting.
- ~][FGS][Nobody~
- Illuminated
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Re: DXMP_StrangeDocks
Rollo, the crates are not really on the ceiling.
Those are two usual rooms but both got an inverse rotated warp zone portal at their ceiling, so it looks from both rooms that the other room is upside down.
@Kalman: Although such an architecture provides an awesome visual effect and a potantial tactical challenge, it won't work in MP as you wish, due to the engine's replication behaviour.
What I mean is.. for the sake of bandwidth efficiency and ingame performance, the engine removes all entities (deco, players, etc) which are out of sight for the local player and re-creates them when the player comes in view sight again.
Since the engine cannot make sight-assumptions through warp zones, one player at the one end of the warp zone won't be able to see another player at the other side of the warp zone.

Those are two usual rooms but both got an inverse rotated warp zone portal at their ceiling, so it looks from both rooms that the other room is upside down.
@Kalman: Although such an architecture provides an awesome visual effect and a potantial tactical challenge, it won't work in MP as you wish, due to the engine's replication behaviour.
What I mean is.. for the sake of bandwidth efficiency and ingame performance, the engine removes all entities (deco, players, etc) which are out of sight for the local player and re-creates them when the player comes in view sight again.
Since the engine cannot make sight-assumptions through warp zones, one player at the one end of the warp zone won't be able to see another player at the other side of the warp zone.

Nobody is perfect...
-----------------------
~¤¥ÐJ¥¤~ said: THERE IS NO CAKE!
-----------------------
ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.
Magus wrote:Maybe one day I will understand your arcane rituals of voting
chin.democ. wrote:You can use light bulbs that emit light, and when shot, do not.
~ô¿ô~][FGS][Nobody~ said: THERE IS NO SPOON!synthetic wrote:and while every person is interesting in their own unique ways, there is some degree of uniqueness that a doctor can help with.
~¤¥ÐJ¥¤~ said: THERE IS NO CAKE!
- [FGS]Kalman
- Throne/6G
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Re: DXMP_StrangeDocks
Damn
Btw somethings is not ok, i checked the server.log, and there are a lot of spam:
I get this error without the WarpZone too
Btw somethings is not ok, i checked the server.log, and there are a lot of spam:
Code: Select all
Log: GeneratorScout1 fell out of the world!
Log: GeneratorScout2 fell out of the world!
Log: GeneratorScout1 fell out of the world!
Log: GeneratorScout2 fell out of the world!
Log: GeneratorScout1 fell out of the world!
Log: GeneratorScout2 fell out of the world!
Log: GeneratorScout1 fell out of the world!
Log: GeneratorScout2 fell out of the world!
Log: GeneratorScout1 fell out of the world!
Log: GeneratorScout2 fell out of the world!
>