m-knell • PM |
Jul 27, 2009 11:31 AM
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M-knell
![]() Posts: 130 |
Can i have link there?
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m-knell • PM |
Jul 27, 2009 11:32 AM
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M-knell
![]() Posts: 130 |
Can I have link there? By the way, was BattleFront made by someone from Titans?
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crusha_k_rool • PM |
Jul 27, 2009 12:43 PM
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[GSPB]Crusha
![]() Posts: 926 |
m-knell wrote: Nope, it was made by Rilez, the Titans just overworked it a bit: http://ut2004.titaninternet.co.uk/forums/showthread.php?t=11419 I tried to contact Rilez already, but got no answer yet. It also seems like the mail can't be send because the adress doesn't exist anymore. And the links are all down probably because I removed the unfinished version again. But Foibos wants to send me a very early version tonight, so I can probably finish the map soon. Only a few days, maybe tomorrow or the day after… ![]()
Last edited by: crusha_k_rool Jul 27, 2009 12:45 PM
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crusha_k_rool • PM |
Jul 27, 2009 3:14 PM
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[GSPB]Crusha
![]() Posts: 926 |
So I have a good (or bad, depends on from where you look) message: The deadly shadows were already in the first Battlefront from 98, so i'll leave them.
The invisible obstacles were not, but I'll leave them too, maybe they are caused by the ADS, who knows. So I'll continue with the current version and it might be finished tonight already. Have fun. ![]() |
crusha_k_rool • PM |
Aug 01, 2009 8:55 AM
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[GSPB]Crusha
![]() Posts: 926 |
Today I am working on an performance-improved (and some bugs fixed) version of Halo-Bloodgulch.
I can't probably do something about the weapon-bug due to the strained server, but it will improve the client performance and so maybe also the overall performance with reduced lag. As an example to show one of the improvements I'll take the BSP-cuts. On the following screen you can see, that the selected brush turns the floor and ceiling into multiple slightly different coloured triangles. [IMG]http://s1.directupload.net/images/090801/temp/i4kz99yc.jpg[/IMG] Each of these triangles needs to be calculated and light is also calculated for each of these triangles. If the light comes from a very flat angle, then you could see ugly seams. Now we turn that solid brush into a semi-solid. The semi-solid has still the same collision and light-calculation as a solid would have, but the difference is, that the semi doesn't cause BSP-cuts or even holes, because it operates in it's own world, not the BSP-world. It could also have it's own errors though, but that only happens if a textured side of the semi touches a side of a solid and that solid side doesn't cover the complete side of the semi. So with the now semi-solid brush there are much less triangles on the floor and ceiling, the CPU has less to calculate: [IMG]http://s8.directupload.net/images/090801/temp/cc5vk3ec.jpg[/IMG] This is only one of the fixes in this version. Stay tuned. ![]() ![]() |
crusha_k_rool • PM |
Aug 01, 2009 9:36 AM
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[GSPB]Crusha
![]() Posts: 926 |
It seems like I have to start again because I forgot how much I hate to edit this map, even more than Battlefront:
[IMG]http://s8.directupload.net/images/090801/temp/6pwedy8y.jpg[/IMG] ![]() |
crusha_k_rool • PM |
Aug 06, 2009 10:18 AM
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[GSPB]Crusha
![]() Posts: 926 |
I tried something with a WarpZone as Peg mentioned, but it didn't work correctly, maybe the shape of the whole thing was just too crazy and it was a bit early to try it directly in a map.
I'll build a simple room for testing it in our TechcomTestroom, that is currently under construction. Another thing: Foibos, load the new versions of the maps finally, we can't wait any longer and suffer from playing the old versions. It's just a click for you, come on! ![]() ![]() |
foibos • PM |
Aug 06, 2009 10:44 AM
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Foibos
![]() Posts: 551 |
Sure. Who is suffering?
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crusha_k_rool • PM |
Aug 06, 2009 10:48 AM
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[GSPB]Crusha
![]() Posts: 926 |
foibos wrote: Me! I can't produce quality if I am in a bad mood, you know? *blackmail* ![]() |
crusha_k_rool • PM |
Aug 10, 2009 4:08 PM
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[GSPB]Crusha
![]() Posts: 926 |
Bad news:
I encountered a problem in the new Spiff. I can't change it's name in the editor anymore since some last edits I done (don't know which exactly). That itself wouldn't be bad, as I can still change the name on the desktop, but it probably comes from an even bigger problem: The myLevel-package is full of random StaticMesh-stuff that doesn't even apply to the map (adrenaline in ONS?!) and also set the group-function out of order. The badest thing is, that next to all these useless objects those objects, which I actually need are not visible anymore in the package. I probably have to start from an earlier version again, though I don't know yet which one is clean. Good news: I found something that is really nice in terms of new undiscovered gameplay what Peg wanted… I won't say anything yet, but believe me, I have a full box of nice things that are probably very, very rare in ONS-maps, if they have ever been used in one… *muhaha* ![]() |