crusha_k_rool • PM |
Jul 19, 2009 3:25 PM
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[GSPB]Crusha
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I could care about the Storage-problems Peg mentioned, as I had started to modify it anyways again in order to fix a small bug and add realistic sunlight and maybe a radarmap.
At the moment I am also trying to finally get the new Battlefront-version fixed, rebalancing Mirage, building a completely new Techcom-Testroom and will continue with the next version of Spiff (the last match gave me finally a balancing-idea), but first I wanna know, if Hunt does the modelling-job I asked him to do in an email. *give hunt a broad hint* ![]()
Last edited by: crusha_k_rool Jul 19, 2009 3:28 PM
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m-knell • PM |
Jul 20, 2009 11:50 AM
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M-knell
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Crusha, but your current version of Spiffin is sooooo adrenalin high (I just LOVE it), could you save it too?
And whats up with battlefront? It works fine, isn't it? I love it too ) |
crusha_k_rool • PM |
Jul 20, 2009 12:53 PM
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[GSPB]Crusha
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m-knell wrote: Spiff: Believe me, the current version deserves a few slight things to be changed, as red needs a bit more effort to stop blue than the other way. But I'll keep the action, don't worry and it will not be the final anyways. If it doesn't work and gets worse, then I'll change it again. Battlefront: Oh, there are many things to be changed, but if you love action and crazy weapons, then you will love the new version too. It would be finished already, but Battlefront seems to really enjoy it to get bugs out of nowhere after edits, so I always have to try again. This time it wasn't even a big change. I just deleted something, that was not working and added a tesseract-like shape with 8 edges. Yesterday it worked fine, but when I opened it today again, the terrain disappeared. It drives me sick. ![]() ![]() |
m-knell • PM |
Jul 23, 2009 9:49 AM
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M-knell
![]() Posts: 130 |
Yeah... i'v heard from you a lot about BF mystical bugs
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crusha_k_rool • PM |
Jul 23, 2009 1:45 PM
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[GSPB]Crusha
![]() Posts: 926 |
m-knell wrote: It can happen in any map, but the Battlefront seems to were already build in a way, that the current version on the server doesn't need much more to develop these bugs. The main source of the holes are brushes, that are off the minimum grid-size. The coordinates of the brush-vertices are saved as integer-values probably, meaning they can only be whole numbers, nothing like 1.256 or else, but that would be the case if they lay next to the 1-sized grid. Also very complex brushes with many vertices and slants are problematic. Also with the number of brushes the whole zone get's more complex, what can be a factor too (called a very big "BSP-tree"). This can be countered by wisely zoning to split one complex zone into two more simple ones. I also just got the idea to make the very complex stair in the bunker one made out of a semi-solid brush. Those doesn't have BSP-cuts in the BSP-world, only in their own and they mustn't intersect with other non- or semi-solid objects. *professional stuff* With some luck I can solve the problem, otherwise I'll just finish modeling the bunker in this map and export it to an older version, were the BSP-holes weren't yet and with some luck they'll stay away from there. ![]() |