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ut4_superman_b5 progress thread
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15 years agoLevel 10Keeping you lovely ladies and generous gentlemen informed on the current status of beta 5.
Bugfixes, tweaks, etc should be directed to the suggestions and comments thread here for tracking.
This way I can keep track of my progress, and you can too! For your convenience, whips can be found in the motivation box to your left. Please see Fokker if you feel your motivational tool is inadequate. One point awarded for every valid submitted entry into the wily muck duck pack. -
15 years agoFri Jan 23 2009, 07:27PMLevel 10Ok here's how it's looking so far:
- Roads are almost done being retextured. Complete rebrush of all streets.
- ..with additional work on rebrushing diagonal street and intersection by pond pub.
- Autoclipped both vehicles on main street. A bold and daring move as a mapper. Result: highly precise collision detection at the cost of more polys the engine considers. Watch out for this in testing.
- I've almost beat a horrible shadowing problem created by contorted shadows of military building. I'm apparently fighting a zero point coordinate precision problem due to the height of the building.
- Fixed water shader scrolling reset.
- Fixed hotel -> highway jump.
- Resizing vehicles from scale 1.0 to 1.2. Now looks proportionate to the player size. Also slightly increases cover (in street) and landing area size. (Note this appears to conflict with "1f. Not changing the size of the truck or any landing point." but in-game the change is negligible due to actual landing surface size)
- Moved volvo on main st. up into parking slot, aligns with hotel top fall better and past military front for slightly better cover.
- Front arrow flypoint to hotel roof lowered and widened slightly.
- Fixed shader complaints when urt loads.
- Military front rebrushed with slight change. Complete rebrush of military block.
- Pond publishing, major work on the exterior.
- Pond pub, lots of work on the ground level, lots to go.
- Shadering around - new effects for a few textures. Vehicles are becoming shiny.
- Brush fixes on a couple stoplights.
- Columns becoming cylindrical rather than octagons.
- New static on screens.
- Raised hotel roof room slightly to fix medic bug.
- Cleaned up some textures.
- Rebrushed hotel lot (big empty area).
- Added trash dumpsters (soft) to hotel alley.
- Modified water glass shader for hotel lobby.
- Bunch of texture aligns.
New to do:
- Reduce hump size of street rear of military, so launches towards construction site work correctly.
A lot of the improvements above came from experiments while getting my main dev computer back and functional. These changes are a good start. Still getting as much done as possible. My other maps are now frozen. -
15 years agoLevel 10Wooot you ROCK.. AND thank you, thank you, thank you for your continuous hard work.. My #1 Fav map, can't wait to see it! WHAT WHIPS... ohhh this could get real fun now boys ;-) hehe
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15 years agoLevel 10Might take some time off the books to help test one of the awesomest series of maps!
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15 years agoLevel 10Well then - now's a good of time as any: PM me if you wish to become a tester for beta 5. Testing of prereleases will be kept private amongst volunteers. If you include your email address, I can send you updates on new releases. I expect to have a number of prereleases- might take a few before I can really get any good feedback. Lots and lots of line items to fix, etc!
I've already rounded up a few people, up to you if you want to jump into the PM fray.
And here's a bonus - I finally made working stoplights! Staring at stoplights changing has never been so entertaining! Not only that, but per light, I figured out how to drop 64 polys per light fixture - with 37 total fixtures in the map, that's a $avings of over 2300 polys!! Holy crap! Act now!
(for reference, the entire map of provinggrounds probably uses less polys, total)
Hey stop listening to my banter and sign up! If you do in the next 30 minutes, I'll throw in random punctuation, absolutely free! Even at 7am this offer can't be missed! Zzzzzzzzzz -
15 years agoLevel 1I'd love to test, but I'm not a l33t jumper like most of you so it would be pointless *sigh* :(
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15 years agoLevel 10hey wily did u get my pm?
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15 years agoLevel 10Got everyone's PM. The door is still wide open, send me a PM with your email address to be part of the testing of beta 5!
Don't sweat the flying around part queenbee. In fact since you're not used to the map, you may bump into stuff that the veterans would look past. :)
I would expect a first build test release by next weekend. AGAIN there's still a lot to do, the list isn't even half checked off. -
15 years agoLevel 10wily duck FTW!!!!!!!!
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15 years agoLevel 10Can't wait to try it out WD
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