Bridge [r3 - includes v2]
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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: Bridge [r2]
I would try making a mission but, I too dont know anything bout LUA =/
Though after I learn (and have made what I want) could I use this map in a mission too ?_?
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Wed Nov 26, 2008 1:50 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Bridge [r2]
Prod wrote: Iunno what my CPU is, just that it's pretty damn old and can't run games newer than 2003. yeah i know what you mean. the P4 in this box doesnt like CC at all, or anything really. but try setting your deltatime up, itll help reduce lag. .03 works well on this one.
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Wed Nov 26, 2008 2:37 am |
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piipu
Joined: Mon Jun 30, 2008 9:13 pm Posts: 499 Location: Finland
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Re: Bridge [r2]
The AI isn't spawning on death for me. Turning the difficulty on hard works, but it's kinda boring. Any workarounds?
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Wed Nov 26, 2008 12:10 pm |
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Prod
Joined: Wed Dec 27, 2006 9:52 pm Posts: 688 Location: California
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Re: Bridge [r2]
Where can I set my deltatime? And what risks are there from setting it upwards?
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Thu Nov 27, 2008 1:37 am |
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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: Bridge [r2]
If only the hardcode could make the eftarded AI spawn on both sides, not just the right.
And yes, there is no Luas in this scene.
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Thu Nov 27, 2008 3:06 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Bridge [r2]
go to settings.ini for deltatime. set it down for high quality (better collisions & attempted framerate (where 1 frame is one calculation of the game's physics) and up for low CPU drain .03 and above is quite high, everything gets a little choppy above that, .01666 (i think) is default, .005 and below are beautiful edit: my bad ;-;
Last edited by Geti on Thu Nov 27, 2008 8:42 am, edited 2 times in total.
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Thu Nov 27, 2008 3:48 am |
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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: Bridge [r2]
Geti wrote: go to settings.ini for deltatime. set it down for high quality (better collisions & [i]attempted[i] framerate (where 1 frame is one calculation of the game's physics) and up for low CPU drain .03 and above is quite high, everything gets a little choppy above that, .01666 (i think) is default, .05 and below are beautiful Don't do 0.05, the guns literally fall through the ground, eating it, and is too choppy.
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Thu Nov 27, 2008 7:31 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Bridge [r2]
oh ♥♥♥♥, that was meant to be .005 >< fixed, for people reading in context.
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Thu Nov 27, 2008 8:41 am |
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undertech
Joined: Tue Nov 11, 2008 8:26 am Posts: 202 Location: Near Aloha
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Re: Bridge [r2]
The assault on fort malgar's lua has restricted dropzones for the AI. Have a look at it if you want to implement it for this scene.
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Thu Nov 27, 2008 10:10 am |
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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: Bridge [r2]
undertech wrote: The assault on fort malgar's lua has restricted dropzones for the AI. Have a look at it if you want to implement it for this scene. Or you could use spawn points to make sure there is some enemy flow when you got the dropzones under control?
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Thu Nov 27, 2008 1:08 pm |
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bbbzzz234
Joined: Mon Oct 01, 2007 1:33 am Posts: 374
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Re: Bridge [r2]
Good mod, I really like it, though I sort of actually miss the loop. PS: Geti wrote: cool, ill grab it when i get home. You mean the mod, or a snickers bar?
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Fri Nov 28, 2008 3:38 am |
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cambiogris
Joined: Tue Apr 10, 2007 10:32 pm Posts: 830
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Re: Bridge [r3 - includes v2]
updated: new bridge layout
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Tue Dec 16, 2008 6:55 am |
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Ultric
Joined: Thu Jul 10, 2008 6:23 pm Posts: 301 Location: Lurking somewhere around here...
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Re: Bridge [r3 - includes v2]
Looks nice! Good work as usual, cambio. Sadly, there's one immediate problem. Someone forgot to make it a rar.
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Tue Dec 16, 2008 1:50 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Bridge [r3 - includes v2]
what does that have to do with anything? some people prefer .zip, and winrar does .zip archives fine aswell. no idea why people prefer zip, but ohwell. in any case, looks good. too bad i dont have CC with me..
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Tue Dec 16, 2008 1:58 pm |
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Ultric
Joined: Thu Jul 10, 2008 6:23 pm Posts: 301 Location: Lurking somewhere around here...
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Re: Bridge [r3 - includes v2]
Geti wrote: what does that have to do with anything? some people prefer .zip, and winrar does .zip archives fine aswell. no idea why people prefer zip, but ohwell. in any case, looks good. too bad i dont have CC with me.. You're not that attentive, are you? It has been said for and extremely long amount of time, nearly everywhere, that ZIPS MESS UP THE DARN MOD. It'll make it disappear from the menu if it's not rar. Aw, darn it. You triggered my morning writing impulse. Apparently, zips do some crazy thing where they slightly mess up the coding that makes it not want to show up in the menus. This tends to irk a lot of people when at the end of loading a bunch of mods, they find out that they can't use the one mod that they got to try when they started this time...*Trails off.* To Cambiogris: Mission Idea: It starts off where your job is to, like usual, grab the intelligence. Your trooper starts off on the catwalk. The top of the bridge is controlled by enemy forces, but only 3 are deployed on the bridge. When you get to one side of the bridge, there are only a few people in the watchtower to guard the intelligence. When you grab it, charges are detonated all over the bridge, wiping it out entirely. Apparently, some allied forces were already staging an attack and just blew your cover. Enemy troops begin to spawn near the entrance to the watchtower you occupy and begin to attack. An allied dropship comes in over their watchtower. Hop in and get out. (Dropship appears ONLY when you get there. Otherwise, people'd just skip the battle entirely.)
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Tue Dec 16, 2008 2:19 pm |
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