It's definitely different than what it's been. Took me awhile to get used to it, but it has grown on me a lot. The map felt very sterile before.
Also basically everything except for the final building interior has preliminary "final" lighting done to it. Tried to incorporate your feedback from before, xzzy. Lit up a bunch of doorways.
turtleantGunpla Dadis the best.Registered Userregular
Ran around on the new version, I still really like the new lighting. The hanging plants are nice, and the shed's that replaced the tunnels going form second to mid are real good too. I think the big concrete walls near mid could still use something to break them up a bit.
Nope, not that at all. It was working fine a few versions ago and then it started popping up without anything changing there. It's all perfectly on grid and valid solids.
I like the lighting.. it's a sunny day, it should have a good warmth to it.
Tried finding stuff that I could stand on (that I shouldn't), turns out some/most of the spots have been fixed.
The second point spawn route (lower, with the truck), I think it should have more color differences to separate the two sides (team colored lower bricks?)
found these (I'm thinking it's actually working as intended on the pipes and flood light, but just in case)
and this one (not a clipping issue, just a pipe sticking out through the roof)
There's a weird one, where the tunnel joins the fence (red, 2nd to mid) that you can stick yourself to when you keep pressure on it (rocket jump onto it, hold forward to stay in the "air"). it's not a lot of height (or I didn't manage to get a lot of height)
The spotlight was intentional, but the pipes weren't!
I'll take a look at the team coloring for the spot you mentioned.
Not 100% on where you're talking about with the last part, though.
It looks like he got into one of the flavour areas beyond the fence by a tunnel.
I'm actually trying to find a way into those flavor areas.. turns out Crash put up all these invisible walls to keep people inside his map (I'm going to keep trying though)
This is the spot i'm talking about... I'm the worst with the mapping names of stuff, but it's like the nodraw of the fence extends too far out and you can catch against it
Ahhh, okay. Yeah, source engine. I'll try to fix it.
Also, pro tip that is going in part two of my clipping tutorial; cl_drawclipbrushes 2 (or it might be showclipbrushes) in the console will make all my clipping visible. This is super useful for spotting exploits.
Yeah, good luck with that entity count trying to get that many people on.
Each person x (4 cosmetic items + any physics projectiles they might create, including up to 8 stickies EACH) + map entities which can commonly be in the 1000 to 1200 range.
If that number goes over 2048 the server will crash. This is built into the TF2 engine.
Needles have about a 7 second timer before the game destroys them, and the needlegun shoots them at 10 rounds/sec. So with a max of 70 needles in the air, it'd take 30 medics shooting at once to crash the server.
Trainsawlaser_b4 had 1975 entities. (This added all the minions and milestone events. Also a hidden room with a ton of physics beach balls as an easteregg. This one crashed servers, I have noo ideea whyy.)
Trainsawlaser_b4fixed had 1769 entities. (this was my first time trying to optimize the entities)
Trainsawlaser_b6 had 1784 entities. (Added spellbooks)
Trainsawlaser_rc1 has 1374 entities. (this was from the big overhaul of the audio system)
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
edited July 2014
I accidentally opened the unreal editor through chivalry and a brief glance already made it look much, much better than hammer.
Edit: That said, chivalry, it turns out, is still an awful game. Incredibly poorly optimized, I've never seen such jutter in a game, even on the menu. And it default boots to 1051x520 or some weird resolution like that...?
Actually it might be doable with 25-30 medics, depending on how complicated the map is. I bet trainsawlaser could crash the server with 20 medics.
Or five.
Five medics, you say....
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turtleantGunpla Dadis the best.Registered Userregular
So like, did they buff how much the amputator taunt heals at some point?
Cause it's topping off everyone I use it on other than heavies and soldiers that were really low on health. It's actually pretty damn great for getting 3+ people back in action.
So like, did they buff how much the amputator taunt heals at some point?
Cause it's topping off everyone I use it on other than heavies and soldiers that were really low on health. It's actually pretty damn great for getting 3+ people back in action.
I like the amputator w/ the vaccinator. Since you can constantly bust out ubers, you're not really minding missing a couple of percentage points of charge, and between the vacc and the increased health regen when you switch to the amputator, you're damned hard to kill.
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
I won't be around for the usual Friday honc this week, you nerds want to do a Wednesday honc tomorrow in addition to Friday's. Gotta see some reactions to the new Glassworks!
So I found one downside to using instances, displacements get all fucked up when using rotational symmetry.. it doesn't invert the x and y properly so if you make a "bulge" displacement it's a "pit" if you rotate the instance 180 degrees.
Not a huge problem in the long run as I was going to make the instances "real" at some point, but it does mean at least the next few betas will be a pain the ass to work on.
Upside is I've started work on the displacements, and when I compare what I've done to Upward's displacements, I am terrible at it.
Posts
http://www.youtube.com/watch?v=ltI8ydSIojE
Also basically everything except for the final building interior has preliminary "final" lighting done to it. Tried to incorporate your feedback from before, xzzy. Lit up a bunch of doorways.
That weird seem is back in spawn again.
I didn't look in blu, but I assume it's the same.
Thanks for running around it!
Source engine is fucking dumb when it comes to trying to make curves, it's probably trying to "fix" faces or vertices that are slightly non-coplanar.
If you save the vmf, exit hammer, and reload the vmf and stuff has moved around that's generally what's going on.
But yeah, fuck round things in source.
Tried finding stuff that I could stand on (that I shouldn't), turns out some/most of the spots have been fixed.
The second point spawn route (lower, with the truck), I think it should have more color differences to separate the two sides (team colored lower bricks?)
found these (I'm thinking it's actually working as intended on the pipes and flood light, but just in case)
and this one (not a clipping issue, just a pipe sticking out through the roof)
There's a weird one, where the tunnel joins the fence (red, 2nd to mid) that you can stick yourself to when you keep pressure on it (rocket jump onto it, hold forward to stay in the "air"). it's not a lot of height (or I didn't manage to get a lot of height)
I'll take a look at the team coloring for the spot you mentioned.
Not 100% on where you're talking about with the last part, though.
It looks like he got into one of the flavour areas beyond the fence by a tunnel.
I'm actually trying to find a way into those flavor areas.. turns out Crash put up all these invisible walls to keep people inside his map (I'm going to keep trying though)
This is the spot i'm talking about... I'm the worst with the mapping names of stuff, but it's like the nodraw of the fence extends too far out and you can catch against it
Also, pro tip that is going in part two of my clipping tutorial; cl_drawclipbrushes 2 (or it might be showclipbrushes) in the console will make all my clipping visible. This is super useful for spotting exploits.
This is going to make things a lot more fun
IP is 192.99.32.150:27015 if you're interested in helping with the test
more tests in the future, though
Each person x (4 cosmetic items + any physics projectiles they might create, including up to 8 stickies EACH) + map entities which can commonly be in the 1000 to 1200 range.
If that number goes over 2048 the server will crash. This is built into the TF2 engine.
Gl;hf.
Or five.
Trainsawlaser_b4 had 1975 entities. (This added all the minions and milestone events. Also a hidden room with a ton of physics beach balls as an easteregg. This one crashed servers, I have noo ideea whyy.)
Trainsawlaser_b4fixed had 1769 entities. (this was my first time trying to optimize the entities)
Trainsawlaser_b6 had 1784 entities. (Added spellbooks)
Trainsawlaser_rc1 has 1374 entities. (this was from the big overhaul of the audio system)
Edit: That said, chivalry, it turns out, is still an awful game. Incredibly poorly optimized, I've never seen such jutter in a game, even on the menu. And it default boots to 1051x520 or some weird resolution like that...?
Unrelated, but I just made a big 'ol push to get Glassworks out there a bit more with this release! Ahh!
but I really would have liked to see scout's and spy's adventures through time
Five medics, you say....
Cause it's topping off everyone I use it on other than heavies and soldiers that were really low on health. It's actually pretty damn great for getting 3+ people back in action.
I like the amputator w/ the vaccinator. Since you can constantly bust out ubers, you're not really minding missing a couple of percentage points of charge, and between the vacc and the increased health regen when you switch to the amputator, you're damned hard to kill.
Not a huge problem in the long run as I was going to make the instances "real" at some point, but it does mean at least the next few betas will be a pain the ass to work on.
Upside is I've started work on the displacements, and when I compare what I've done to Upward's displacements, I am terrible at it.
It's an annoying extra step but it'll work fine.
Hydro!
https://www.youtube.com/watch?v=m4-ihxoO8ag
Dammit Valve, stop making staged maps. No one likes them anymore.
Honc.