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cambiogris
Joined: Tue Apr 10, 2007 10:32 pm Posts: 830
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Re: Area/Moon levels (updated v1.2)
The maps look fun, but unfortunately I can't play them on an AMD X2 3800+... What kind of CPU do you have? Although thankfully I have a new Thinkpad on the way which will completely blow away my desktop...
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Wed Apr 09, 2008 9:23 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Area/Moon levels (updated v1.2)
Well, mine's... kinda fast. I guess you can split the mapsize in half, to see if it helps? Dunno. If enough people want to then I might make some smaller ones.
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Wed Apr 09, 2008 10:06 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Area/Moon levels (updated v1.2)
Yes, please. That would increase my enjoyment threefold. I get 20spf on Crater, much less the two areas...
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Wed Apr 09, 2008 11:37 pm |
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Thanatos
Joined: Sat Jan 06, 2007 3:58 am Posts: 346 Location: Germany
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Re: Area/Moon levels (updated v1.2)
Might want to apply more sunscreen then.
Also, these are great maps, nice work.
Make them smaller. If my beast of a computer lags a bit, imagine what it's doing to the community's computers.
(be happy, I switched out my keyboard''s batteries just so I could write this post =P)
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Thu Apr 10, 2008 8:51 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Area/Moon levels (updated v1.2)
I'll see what I can do. Are you positive that the speed is related to the sheer size of the map though, or would deleting a bunch of actors already do the trick? I can't test it myself, since my pc is brand new. (Old one died a few weeks ago.)
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Thu Apr 10, 2008 9:05 pm |
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Thanatos
Joined: Sat Jan 06, 2007 3:58 am Posts: 346 Location: Germany
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Re: Area/Moon levels (updated v1.2)
It's both. more than 20 actors on the map is a pretty big strain already, and the map is massive. It's the combo.
Perhaps cut the map by to 75% of the original and remove most of the actors. that should de a bit better.
Testing your new ones now.
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Thu Apr 10, 2008 9:49 pm |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Re: Area/Moon levels (updated v1.2)
I like the old way so im keeping them =3
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Thu Apr 10, 2008 10:05 pm |
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bbbzzz234
Joined: Mon Oct 01, 2007 1:33 am Posts: 374
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Re: Area/Moon levels (updated v1.2)
Gotcha! wrote: I'll see what I can do. Are you positive that the speed is related to the sheer size of the map though, or would deleting a bunch of actors already do the trick? I can't test it myself, since my pc is brand new. (Old one died a few weeks ago.) actually I think the main source of the problem is it is too tall. It is like twice the height of most maps, if not more.
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Fri Apr 11, 2008 3:21 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Area/Moon levels (updated v1.2)
Well, if someone can test it. That's only something you can do. Edit the .bmp file and shave off half of it, or remove all the bots in the .ini files and see if it goes better after that. I'd love to know the results. Again, I can't test it since I am not having any problems.
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Fri Apr 11, 2008 3:54 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Area/Moon levels (updated v1.2)
Gotcha! wrote: A hint: One of them is the almighty UV-9 Pulsar, flesh melting goodness. (Not that we can make flesh melt in this game, but okay. ) Dun dun duuun... The CRUSADER is coming. Btw, I wouldnt edit the maps, they are absolutely perfect even with the slight lag. It felt somewhat nostalgic from some game when I came falling down the incredibly long emergency shaft on Area 44 that kept getting me lower and lower... Also just pointing out that some actors dont grab their guns at the beginning of the level. You can make it foolproof by adding a few extra parameters to the actor that he has it pre-equipped. It works like this: Instead of this: Code: PlaceSceneObject = AHuman CopyOf = Soldier Heavy Position = Vector X = 1860 Y = 1164 HFlipped = 0 Team = 0 PlaceSceneObject = HDFirearm CopyOf = AK-47 Position = Vector X = 1860 Y = 1164 HFlipped = 0 Do this: Code: PlaceSceneObject = AHuman CopyOf = Soldier Heavy Position = Vector X = 1860 Y = 1164 HFlipped = 0 Team = 0 AddInventory = HDFirearm //Pre-equipped weapon CopyOf = AK-47 //Desired gun
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Fri Apr 11, 2008 6:09 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Area/Moon levels (updated v1.2)
Brilliant! Thanks, numgun! Well, guess a new version will be coming out soon. I think I'll add some more maps with that. A snow one and a desert one I hope. But I want to finish my Silencer first, which proved to be tougher than I thought. It makes me respect modmakers like numgun and the guy who made the DarKlones. Creating characters and weapons is a nightmare for me. (Got the original sounds ripped from the game and the graphics for the guns, but that's it.) But I am going offtopic in my own topic...
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Fri Apr 11, 2008 6:27 pm |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Re: Area/Moon levels (updated v1.2)
either way great job and ill keep your maps the way they are =3 (Next month im getting a better graphics card... wether thatll help or not i dont really care)
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Fri Apr 11, 2008 9:43 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Area/Moon levels (updated v1.2)
Well, I'll be making some more maps I think. My Silencer is giving me headaches. Can't figure out the mess in the .ini files. If anyone feels like continuing what I started, you can download what I made here.It contains gun images (which look great if I do say so myself ), projectiles for the guns, several clips, a Silencer head and sounds, directly ripped from the game itself. I'll be going back to map making, which is a lot easier. Thanks for the earlier tip, numgun. I'll be re-releasing my maps soon, with two extra maps. They're all holding their guns at the start now, and on the moon maps there's also a planet in the moon sky. I'll probably replace the backgrounds in the grassy maps too. The new maps will be just as big as these ones though, since, well, that kinda makes them special I think. Perhaps the initial slowdowns will be less, what with all actors already holding their guns. Dunno.
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Sat Apr 12, 2008 6:08 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Area/Moon levels (updated v1.2)
Cant wait, I still love these maps alot and keep playing on them most of the time.
As for the silencer, give him a seperate post in mod making so it would be noticed better. That is incase you gave up on him.
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Sat Apr 12, 2008 9:19 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Area/Moon levels (updated v2.0)
Alright; Another update. (It's harder to stop than I thought.) I've added two new maps in my map pack and it's downloadable here. Tell me what you think! Other changes: - All actors now carry their gun right at the start, so no more actors looking for something to shoot with because their boomstick bounced one feet away from them. - Actors with Flak Cannons now carry an SMG as well, to help them avoid friendly massacres. - Minor cosmetic changes to several maps, mainly Crater. (More ice added in the crater, making it look less boring.) - Added a planet in the moon sky. - Changed some other stuff, forgot what. Todo: Finding a nice background to be used with the 'earth' maps. Note: Outpost 9 has many objects and might be very slow on slower machines, while Area 89 has few objects in comparison. Those with slow performance, I would like to know if you see any difference.
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Sun Apr 13, 2008 1:36 pm |
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