03-30-2006, 05:01 PM | #81 |
Join Date: Jan 2005
Location: Montreal
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Newb question:
Why aren't you already compiling it for hl2dm? Is there an advantage to build with hl2 over hl2dm?? |
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03-30-2006, 05:53 PM | #82 | |
Join Date: May 2005
Location: Oxford, UK
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03-30-2006, 05:55 PM | #83 |
Join Date: Jan 2005
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I played it using HL2DM just fine.
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03-30-2006, 08:48 PM | #84 | |
Join Date: May 2005
Location: Oxford, UK
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03-31-2006, 01:13 AM | #85 |
Join Date: Jan 2005
Location: Montreal
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I thought HL2 and HL2DM were using the exact same textures.
Can someone from the dev team clear it up? |
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03-31-2006, 01:40 AM | #86 |
Join Date: May 2005
Location: Oxford, UK
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Beta2 Info
Thought I'd let you know what I've been doing with all your suggestions the last week or so, so here's a list of the changes we've implemented already for beta2:
- "func_areaportalwindow" brush entities added for front window transparency fade in/out and block vis - Open "func_areaportal" brush entities added all around the map to help vis - More trim added all around the base, especially front of base and top of main ramp - One pillar removed from front window - Custom orange tinted glass created and used in the red base - Custom calmer water texture and animations created for happier feel and higher FPS - Plank props replaced with a brush to correct lighting discontinuity - General texture and trim tweaking and alignment, and stray decal fixes - Custom textures created and used in placing of dull repeating black tiles all around the base - Cubemap sizes changed to improve reflection quality where necessary - New healthy looking tree models outside - Resupply door triggers changed - All door sounds changed And these are the changes I currently want to do but haven't done yet: - Soundscapes - Find a decent sunny blue skybox (like the one we have atm) that lines up properly in its corners! If anyone can help me there pls say. Thanks. That's about it I think. Sure Sid will add anything I've fogotten. |
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03-31-2006, 02:48 AM | #87 |
Join Date: Dec 2004
Location: Melbourne
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03-31-2006, 06:57 AM | #88 |
Join Date: Apr 2005
Location: Hawaii
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This is how everyone wants to be able to view the official maps and other media.
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03-31-2006, 12:04 PM | #89 | |
Join Date: Feb 2005
Location: Belgium
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04-04-2006, 06:11 AM | #90 |
Join Date: Jun 2005
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i too had a lot of fun bouncing off the rocks onto the battlements platform and into the front door. obviously conc speeds will be different but it's very easy to slide from the bottom of the main ramp to the security, or all the way into the flag room onto the flag itself. thanks for the noclip tip and well done on the map.
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04-04-2006, 10:35 AM | #91 | |
Join Date: May 2005
Location: Oxford, UK
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There are many many many possible slides and trimps all over the map btw. Even simple ones like trimping up onto the little security bridge from a simple strafe, or onto the fr balc without using the ladder, keep me entertained for hours! My new favourite one atm is turning hard right at the top of the main ramp, getting flag, then coming out the same way all in one v fast move This could be handy if defences try to concentrate on the main ramp/security too much (but against a solid defence this is not supposed to be an easy move to pull off!). The tricky bit is getting under the bridge on the way into the rr while still having enough speed for the move. Btw that bridge is intentionally there to make the move harder and hence make it very worthwhile deactivating security so that the other rr is available (which is MUCH easier to attack). |
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04-06-2006, 05:15 AM | #92 |
Join Date: Mar 2005
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so come with this new release, are the sounds going to be in on this map?
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04-06-2006, 10:57 AM | #93 | |
Join Date: May 2005
Location: Oxford, UK
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Quote:
And yup, there are sounds |
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04-06-2006, 02:46 PM | #94 | |
Join Date: Feb 2005
Location: Belgium
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04-06-2006, 03:52 PM | #95 | |
Join Date: May 2005
Location: Oxford, UK
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Btw we found a few bugs in the compile I was doing this morning, so they are fixed and it's going again now. Hopefully this one will be alright for uploading later! |
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04-06-2006, 04:47 PM | #96 |
Join Date: Jan 2005
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omfg this looks realy nice m8.
/me bows 2 u |
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04-07-2006, 07:19 AM | #97 | |
Join Date: Feb 2005
Location: Belgium
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Quote:
and with hdr it took 30 minutes, but it was all black maybe becouse i have a 3.8GHz processor, but that can't make a lot of difference, cant it? i had some hl1 maps that i've made and compiled on a 450mhz, it took the same time on my 3.8, so i donno only a guess, is it vis that is taking so much time? Last edited by o_stino; 04-07-2006 at 07:30 AM. |
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04-07-2006, 09:42 AM | #98 |
Join Date: Mar 2005
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I think that this map is really good one, but it lacks good textures and lighting.
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04-07-2006, 12:15 PM | #99 |
Join Date: Dec 2004
Location: Melbourne
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Debatable, but atleast it doesn't lack gameplay like amped.
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04-07-2006, 12:24 PM | #100 | |
Join Date: May 2005
Location: Oxford, UK
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Beta2 ETA
Bad news. There are some minor problems with the cubemaps on beta2 atm, and I want to fix them before I release it. This means that I won't be able to get it done until about a week, as I'm going away for a week right now. I was hoping to get beta2 out before I went, but I'd rather get it all right than rush it. Sorry to anyone who was waiting for it!
Everything else in beta2 is looking sweet. Btw Stino, I'm compiling on dual 4200+ processors. I think aardvark takes a long time to compile due to the v complex and open nature (ie a lot of glass and the possiblity of very long light paths). Anyway, it's not a problem as I very rarely do a full "-final" compile. Quote:
Last edited by o_caesium; 04-07-2006 at 12:32 PM. |
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