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[ 9 posts ] |
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Creeding
Joined: Sat Sep 13, 2008 8:38 pm Posts: 28 Location: Oxford
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Water?
Hay, im curios to know if you will be implamenting water onto the game ^^, i think it mite be a nice touch.
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Sun Sep 14, 2008 4:33 pm |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: Water?
Nope, it would lag way too much.
We're trying it ourselves, but don't hold your breath for anything more than a playpen of balls.
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Sun Sep 14, 2008 4:39 pm |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: Water?
Water's been done before, if I remember correctly.
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Sun Sep 14, 2008 4:46 pm |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: Water?
Morbo!!! wrote: Water's been done before, if I remember correctly. Guess what? You remember wrong.
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Sun Sep 14, 2008 4:47 pm |
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Creeding
Joined: Sat Sep 13, 2008 8:38 pm Posts: 28 Location: Oxford
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Re: Water?
rly? dam ,there gose me plan of makeing a 2fort map or island castels...or enyhting else with 2 bases. edit: that are on the ground" edit2: and that are separated by water"
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Sun Sep 14, 2008 4:56 pm |
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CommanderCool
Joined: Tue Aug 14, 2007 2:53 pm Posts: 296 Location: Black Mesa Research Facility
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Re: Water?
Plenty of people have created dual-fortress maps fine without water. You dont need liquid in maps.
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Sun Sep 14, 2008 5:07 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Water?
CommanderCool wrote: Plenty of people have created dual-fortress maps fine without water. You dont need liquid in maps. An example is Gotcha's MAPPACK 3 v1.0... Large fortresses, not enough diversity of breakable things; I want more breakable doodads.
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Sun Sep 14, 2008 5:49 pm |
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Creeding
Joined: Sat Sep 13, 2008 8:38 pm Posts: 28 Location: Oxford
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Re: Water?
but thats why i needed water, to make a uniqe map wite 2 baces ^^ (great for mutiplayer)
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Sun Sep 14, 2008 5:56 pm |
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Electroclan
Joined: Sat Jun 30, 2007 4:39 am Posts: 521
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Re: Water?
No, it is not likely that dynamic water will be implemented in Cortex Command.
We already have some modding guys making not-so-dynamic water using Lua scripts in areas, might want to look around a bit for it.
I'm going to lock this for two reasons. One is there are already other topics on this, and two being that these things tend to devolve into screaming on who knows about computers best.
Also, I suggest you keep a spellchecking program to aid you in posting.
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Sun Sep 14, 2008 6:29 pm |
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