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- Marching on to the inevitable release
Marching on to the inevitable release
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14 years agoLevel 10ban maybe that x-file has to do with the server when he loads new game, i often get: Reliable command cycled out and disconect. almost every time that game changes sides.
just a thought. but it could happen because of server needs to load.
but ure a hacker :P -
14 years agoLevel 10
|HH|Son
scull dont mind with K he is a retard :P
yesterday i confirmed a "known" bug or not.
when falling from red HQ in to left pool, i was aiming to arch of left side, but when i hit the arch i got stuck in the begining of the curve, and landed there.
didnt take any stamina, i guess if we land that spot we will never die.
osko confirmed this, he was after me to clean my ass :D
I'll look into this. A screenie would be helpful.
Busstop landing lemming - happens. Not too much I can do about it, like anything else in the map.
btw all, I've come up with a tentative release date. Before the thread gets grilled and flamed wanting to know when, just chill out. I get thrown some wicked curveballs between my job and home stuff, so I could easily miss this date. I will note the date is sooner than later. Appreciate everyone's comments and finding the bugs and nuances. -
14 years agoLevel 3yay!
Any surprises?
maybe chopper hanging around on air somewhere like that one in sled? :D -
14 years agoLevel 10hahaha. Attach a sentry to it and kill all the enemies. Fly around getting all the campers. lol
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14 years agoLevel 10Update.
Grass is done! This cleans up a bunch of bad lightmaps, gets rid of heavy repeated texturing, looks WAY better (best in UrT thus far imo), behaves correctly with lightmaps/shadows including between edges, blends correctly giving different hues from you to the distance, texture layers appear freshly mowed with depth, shells fall into the grass, green lawn color normalized (not washed out or too saturated), fur layers are sorted correctly including correct visuals when seen through a window, no q3 engine induced Z-fighting when viewed from far far above, offset induced cracks are almost indistinguishable, offset heights are balanced, custom created lawn textures, new mulch pile replaces square pit, no noticeable performance hit, and best of all - it looks natural and most people probably won't notice because it just works.
Krate Distributing sign is done! Features difficult radiant brush geometry to achieve a bold visual, to communicate the dominating presence of Krate's crates, worldwide.
Fixed a couple existing but broken moves. Delta team watch out!! :D
Fixed a see-through issue in military lobby in floor towards front.
Added a few minor easter eggs. Might have put something else in there too, right around Fokker Pointe. Can't remember what though...
Porsche windows doesn't look all smoked out now.
Jeep and Volvo clips are now accurate.
Grouped a bunch of brushes for better lighting in areas (and less lightmap data).
The Wall is now titled and headered. Inscription has begun. Tweaks to the wall's visuals including performance enhancements (complex patch curves abound!).
Tweaks, brush and lighting cleanups, finding the last few stray problems, fidelity improvements, etc - These are pretty much complete. That means I'm about freed up from the small problems of the map! It's a lot of map!
I've defeated a lighting compile issue that would only allow me to compile the map if I sacrificed major compile time performance. This kicks ass, you don't even know!!! :D
Current major focus is getting the wall scribed. -
14 years agoLevel 10WOOOO!!!! GOOD JOB!!!!! =]
Cant wait to test it -
14 years agoLevel 10Fuck yeah!
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14 years agoLevel 10Duckie, Duckie, he's our man, if he can't do it...quit.
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14 years agoLevel 10u are really the man willy.
i will try to get a scrennie from the red hq arches when we get trapped there -
14 years agoLevel 3wow sounds like a lot!
good job!
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