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SteveMcqueen
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Posted: 04.14.09 |
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Attachment: playerclip fehlt....jpg
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AimMe
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Posted: 04.14.09 |
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Godlike |
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Joined: 09.28.08 Posts: 2318 Location: Solar System
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SteveMcqueen wrote: thank you. but it is just like 40% done yet... I know, like location names doesn't exist (enemy spotted @ unknown), at least they didn't when I played it.
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SteveMcqueen
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Posted: 04.14.09 |
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--deleted--
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SteveMcqueen
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Posted: 04.15.09 |
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und so schaut beta4 aus: Attachment: shot0009.jpg
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SteveMcqueen
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Posted: 04.15.09 |
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hm cool. i almost did no photoshop at all, means i did not use any new textures. mapping >> photoshop for me... you can make textures you want, if you make some good ones that fit, they will likely make it into the map. texturing is finished, i dont know what other textures i should use, have a look at the map and if you got any ideas (or if you go straight to photoshop^^) lets discuss it. (*hint* mumble *hint*). only things i can think of, is the cobblestone texture next to the train tracks, it does not align well. if you could redo this one it would be highly appreciated. (if you wanna do something else, too, like new signs for the trainyard, you are also welcome haha^^)
technically the map is almost finished, a new beta will be out today (= train_beta5.pk3), i already compiled it.
what is new? almost noone had framedrops in the last betas, but in this version the verts/r_speeds will most likely never even reach 6000. a playermodel in urt has about 1200, and everyt map that sums up (map plus players) to below 15000 plays good or great. that said, running around in ramelle you mostly have like 10000+ _WITHOUT_ any people in it...
in other words: most certainly 120fps for everyone! (under normal circumstances i.e. not 32 people TDM =P )
maybe i will get the minmap redone + player locations, then they will be included, too.
this map is very likely to do also very great on the tdm server fps-wise... we just need webspace to get it to the people once it is finished.
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SteveMcqueen
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Posted: 04.15.09 |
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i am gonna add these custom locations similar to these: Attachment: de_train~1.jpg edit: scratch that, you can only set a relatively low number of target_location entities, and making brushes trigger_locations fucks up my map, i.e. svsetbrushmodel:null and leaks................. so way lesser locations must do.
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Unclefragger
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Posted: 04.15.09 |
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Godlike |
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Joined: 10.14.08 Posts: 2006 Location: rooftops
-----tdm:
nick: [dswp]ucf
skill: 472.479
kills: 532
deaths: 332
ratio: 1.60
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I didn't even knew about the gay spot xD so many locations ... who is to remember all of them? T_T
_________________ "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
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SteveMcqueen
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Posted: 04.15.09 |
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die sind eh selbsterklärend... maul net rum. ^^
!slap uncl REASON: cry me a river! o /
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