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 Combat Control Room V1.2 
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Joined: Sun May 11, 2008 12:50 pm
Posts: 899
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Post Re: Combat Control Room
piipu wrote:
Radar Mk.3 features cool terrain. But sadly lag as well, though it's caused by the massive amount (amount > 1000) of Air Blasts used in drawing the terrain and not the calculation involved.

What causes the lag are the large amount of particles showing up on the map, not the calculation.


Thu Sep 17, 2009 8:14 pm
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Joined: Mon Jun 30, 2008 9:13 pm
Posts: 499
Location: Finland
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Post Re: Combat Control Room
That is indeed true. I'll see if I can cook up some sort of way that shows only the outlines.
Edit: Mission accomplished. Too bad it lags more now than it lagged before. I'll see to it as well. But it looks pretty nice:
Image
Edit2: Alrighty, all done here. I'm releasing the new version right now.
Edit3: Replaced the old inaccurate terrain with this:
Image


Thu Sep 17, 2009 8:30 pm
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Joined: Sun Jul 13, 2008 9:57 am
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Location: some compy
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Post Re: Combat Control Room V1.1
this is quite seriously incredible. props to you.


Thu Sep 17, 2009 9:31 pm
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Joined: Mon Jun 30, 2008 9:13 pm
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Location: Finland
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Post Re: Combat Control Room V1.1b
Thanks for that Geti. Also, the two people that downloaded versions 1.1 or 1.1a should re-DL, as I accidentally upped a faulty version.


Thu Sep 17, 2009 9:33 pm
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Joined: Sat Dec 02, 2006 12:41 am
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Location: Germany
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Post Re: Combat Control Room V1.1b
Now that's awesome :D
Looks funky if you're somewhat close with a particle accelerator and suck the display particles in :D


Thu Sep 17, 2009 10:03 pm
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Loose Canon
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Joined: Sun Mar 29, 2009 11:07 pm
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Post Re: Combat Control Room V1.1b
I would think so.


Thu Sep 17, 2009 10:05 pm
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DRLGrump
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Joined: Tue Nov 07, 2006 1:26 am
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Post Re: Combat Control Room V1.1b
Good God man! This is pretty nifty.


Thu Sep 17, 2009 11:45 pm
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Joined: Wed May 02, 2007 10:27 pm
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Location: Eating ice cream at Graeter's
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Post Re: Combat Control Room V1.1b
This thing is a freaking mind grenade of epic proportions.

However selectable airstirkes would be epic, so would selectable deliveries; but that's irrelevant, this thing is so awesome already.


Fri Sep 18, 2009 3:47 am
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Joined: Thu May 15, 2008 11:40 am
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Location: In heaven, everything is fine.
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Post Re: Combat Control Room V1.1b
GJ.

Finally a nice strategy room to plan out, well, randomly ramming actors to enemies. But it's still a cool addition to a base, with actual practical use.


Fri Sep 18, 2009 3:06 pm
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Joined: Sat Nov 03, 2007 7:58 pm
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Post Re: Combat Control Room V1.1b
I offer you my sister, kind sir. Thanks for the awesome mod.


Sat Sep 19, 2009 12:31 am
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Post Re: Combat Control Room V1.1b
Did you consider my suggestion?


Sat Sep 19, 2009 12:32 am
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Joined: Sun Feb 15, 2009 6:13 pm
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Post Re: Combat Control Room V1.1b
BlackNecro wrote:
Now that's awesome :D
Looks funky if you're somewhat close with a particle accelerator and suck the display particles in :D

Like a magnet against a crt screen in real life.


Sat Sep 19, 2009 12:37 pm
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Loose Canon
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Post Re: Combat Control Room V1.1b
Only much, much worse.


Sat Sep 19, 2009 12:52 pm
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Joined: Sun May 18, 2008 5:02 pm
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Location: Florida
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Post Re: Combat Control Room V1.1b
You should find a way to link the catalog with the F key order so whatever you have there will be sent down. Or you could try and make the robot start attacking enemies automatically.

But anyway, this is one of the best radar/map mods i've ever found. The only way I can see this any better is if the had colors.


Sat Sep 19, 2009 2:16 pm
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Joined: Fri Aug 15, 2008 6:17 pm
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Post Re: Combat Control Room V1.1b
The cursor is invisible?


Sat Sep 19, 2009 3:30 pm
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