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Posted: Mon Jan 12, 2009 8:35 pm
by SilentAngel
allready tried $world remove..
loool
I tried also to imagine some unexistent codes but of course without results!!

Posted: Sun Jan 18, 2009 2:03 am
by Tazz
I have to agree with viper on this one...i also tried something like this on another map and it was the VIS that didnt allow me to see the entire distance.....its because that helps keep ur FPS up...if the engine drew the entire map across side to side or end to end ur FPS would drop so dramatically that u would probably think u were lagging out lol....the vis is there to protect ur game and keep it running smooth.....sorry but no way that i know of to be able to see all the way across the map.......u might be able to see farther sometimes but mostly will probably just turn grey after u line of sight is out
Gewitter
Posted: Thu Jan 22, 2009 5:46 am
by dcbulldog
We modded Gewitter and found that you can see all the way accross the map..once you get to a certain height. So we added sniper nests, parachutes, teleports that drop the players as high as possible. Anything that would put the player above that height to see accross the map. We also have a low gravity server.
Posted: Thu Jan 22, 2009 9:52 am
by ViPER
the only reason you would be able to see the whole map is because you are outside the vis portal and not actually in the map lol
sry viper....vis portal????
Posted: Fri Jan 23, 2009 7:08 pm
by dcbulldog
im not a mapper and i haven't been scripting long so i dont know what a vis portal is but i do know that when you go above the buildings and tree line you can see accross the map. lol.
Posted: Fri Feb 13, 2009 7:50 am
by unclebob
Anyone try hex editing the .bsp so the VIS leaf groups are no longer vis leafgroups??? I dont think it will work as they are compiled as a defining building block of the .bsp.
Most likly will cause the map not to load and or crash when the 1st player crosses from one leafgroup to another.
worth a shot though. plus ypu dont have to hex out all the leafgroups only the ones in the middle of the map.