Latest map attempt by Kalti
Moderator: Moderators
- MasterMind
- Major
- Posts: 316
- Joined: Thu Jul 15, 2004 12:10 am
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[MOH]GreenMan
- Lance Corporal
- Posts: 22
- Joined: Sat Nov 15, 2003 9:47 pm
- Location: Lynchburg, VA
- Contact:
Oh I see, you?re just showing us the prime real estate, not the ugly rat infested back alleys. I had my eye on one of the apartments over looking the river. I may have to reconsider until I get a chance to take a good look at the rest of the neighborhood.Kalti wrote: lol... thanks... fps ain't that good... and I'm on a 9700Pro
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echo_rancid
- Captain
- Posts: 264
- Joined: Sat Jan 31, 2004 4:31 pm
i have only one thing to say to this.

EDIT: fixed smiley link

EDIT: fixed smiley link
Last edited by lizardkid on Sun Jan 23, 2005 8:31 pm, edited 3 times in total.
Moderator
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Abyssus pro sapientia
Olympus pro Ignarus
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AND STUFF™ © 2006
۞
Abyssus pro sapientia
Olympus pro Ignarus
۞
AND STUFF™ © 2006
It will still take quite awhile... layout is pretty much finished. Some brushwork is still left but most of it contsist of adding detail to the map. Also I'm fully underway to get the events scripted, primairily sounds for now, but also lockable doors and the disabling of spawnpoints (the last 2 options are ment for the server admin)
I don't dare to go anywhere near my lift-with-counterweight... scriptwise, that is. I have taken a look at Wacko's lift script from Dorf2, but it's too much too soon...
Next build is gonna be pretty complete and very playable.
Overall, I'm way from finished as the intended public release should be one with custom textures instead of the now used stock textures.
Btw. i have updated my sig image to a current scene from the map
I don't dare to go anywhere near my lift-with-counterweight... scriptwise, that is. I have taken a look at Wacko's lift script from Dorf2, but it's too much too soon...
Next build is gonna be pretty complete and very playable.
Overall, I'm way from finished as the intended public release should be one with custom textures instead of the now used stock textures.
Btw. i have updated my sig image to a current scene from the map
movement
I once checked the FPS of oak trees, with and without moving parts, and the FPS was the same for both. So, your boats will have the same FPS--whether they are rocking or not.



