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Posted: Mon Dec 13, 2004 5:30 pm
by MasterMind
All I have is a crapy NVIDIA GeForce3 Ti 200, but its alright. Because it can run PA. If it didnt run PA it would be in the trash
Posted: Mon Dec 13, 2004 6:33 pm
by [MOH]GreenMan
Kalti wrote: lol... thanks... fps ain't that good... and I'm on a 9700Pro

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.

Posted: Tue Dec 21, 2004 8:17 pm
by Kalti
Next area to be closed-off:
Way more satisfied with the mesh work then last time...
Posted: Tue Dec 21, 2004 8:19 pm
by bighoss
Wow looking pretty good Kalti. Can't wait to see it when done.
Posted: Tue Dec 21, 2004 10:00 pm
by echo_rancid
Awesome, really want to play this one.
Posted: Wed Dec 22, 2004 4:12 am
by lizardkid
i have only one thing to say to this.
EDIT: fixed smiley link
Posted: Sun Jan 23, 2005 7:23 pm
by Kalti
Move this to the bragging forum guys

Posted: Thu Jan 27, 2005 3:21 pm
by bighoss
I was curious Kalti. When can we expect this great map of yours to be released? I think many of us would like to check it out.

Posted: Thu Jan 27, 2005 3:56 pm
by Kalti
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

Posted: Thu Jan 27, 2005 6:51 pm
by ViPER
Hmmm, I like the look of it now! LOL
Posted: Sun Jan 30, 2005 9:35 pm
by bighoss
Anymore updates that show significant changes? Just curious, cause can't wait to play this map.
Posted: Sun Jan 30, 2005 11:00 pm
by Kalti
I'll need at least this week to get some visual progress...
But I have a shot of the museum...
Nothing special, but as you may have noticed (or not) most of my time has gone into the scripting of certain events. For example, the boats in the water are rocking.
Posted: Mon Jan 31, 2005 12:00 am
by bighoss
Cool, that will add to the atmosphere of the map. How has that affected the fps? I hope not too much. Would like to see this rocking of boats in action.
Posted: Mon Jan 31, 2005 8:50 am
by Kalti
Surely the rocking of the boats is having it's impact on the fps... but the server admin can easily disable the boat rocking part of the script if it turns out to be problem.
movement
Posted: Mon Jan 31, 2005 10:32 am
by tltrude
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.