Ns_achio

1101113151619

Comments

  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Kouji San+Jul 1 2004, 07:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Jul 1 2004, 07:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thanks, I gave the button a new location. I'll have to look into this stuck issue, let's hope I can fix it with ease <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    About the brightness. Alpha0.61 is brighter then alpha0.6, but I already increased the brightness from alpha 0.61 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I hope this helps you in reproducing, I got stuck thier first try after I ran up the ladder too look at the weld point as a marine and fell off to the left without jumping off the ladder or anything. I wasn't able to replicate it with the skulk, its player hull was too small and it stuck to the walls so it could just run out. Haven't tryed replicating with any other lifeform yet.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    I think it happens because the ladder is not straight up, but at an angle. I put a clip brush underneath it and across the window so it should prevent the player from getting trapped there.
    I'm also putting clip all over the map to optimise clipnodes and give the skulk/jetpackers less stuck issues.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Kouji San+Jul 1 2004, 04:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Jul 1 2004, 04:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think it happens because the ladder is not straight up, but at an angle. I put a clip brush underneath it and across the window so it should prevent the player from getting trapped there.
    I'm also putting clip all over the map to optimise clipnodes and give the skulk/jetpackers less stuck issues. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    sounds like a pro solution to me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited July 2004
    Alright how to break this news to you all <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    I added the marine start yesterday, which was not connected to the rest of the map, and tried to compile. The hlcsg did its job, then came the hlbsp its job and it failed to complete. The message it printed was that there is a leak in the map after that windows was forced to close hlbsp.exe due to an error...

    I am sure of it that there is <b>NO LEAK</b>. <ul><li>I recompiled without the MS (worked)</li><li>I compiled the MS in a file of its own (worked)</li><li>After that I tried to compile once more with the map and the MS in one map file (the error came back to haunt me)</li></ul>It seems that hlbsp removed some brushes from the MS, since the point file also goes inside the map in the marinestart part of the map. Right trough solid brushes.

    Its starting to look like I went over a maximum not mentioned in the charts of the compile tools, but it doesnt look good for the map, I might have to rebuild some parts from scratch in order to lessen the detail. major setback on the progress of the map <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->

    Note:
    I tried P13, p14 and p15 of the compile tools alls restulted in the error.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Let me be the first to say:

    NOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!

    That's crappy news man. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • DimebagDimebag Join Date: 2003-08-07 Member: 19176Members
    <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> ARGH NOOOO!!!!
  • RipzawRipzaw Join Date: 2004-05-09 Member: 28560Members
    <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> *Crys* <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • xMaD-MaNxxMaD-MaNx Join Date: 2003-11-03 Member: 22253Members
    Well if your going to take away some of the detail, please start with all the mist under the bridge where you spawn (current version), it cuts my FPS in half.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--QuoteBegin-Kouji San+Jul 2 2004, 03:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Jul 2 2004, 03:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Alright how to break this news to you all <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    I added the marine start yesterday, which was not connected to the rest of the map, and tried to compile. The hlcsg did its job, then came the hlbsp its job and it failed to complete. The message it printed was that there is a leak in the map after that windows was forced to close hlbsp.exe due to an error...

    I am sure of it that there is <b>NO LEAK</b>. <ul><li>I recompiled without the MS (worked)</li><li>I compiled the MS in a file of its own (worked)</li><li>After that I tried to compile once more with the map and the MS in one map file (the error came back to haunt me)</li></ul>It seems that hlbsp removed some brushes from the MS, since the point file also goes inside the map in the marinestart part of the map. Right trough solid brushes.

    Its starting to look like I went over a maximum not mentioned in the charts of the compile tools, but it doesnt look good for the map, I might have to rebuild some parts from scratch in order to lessen the detail. major setback on the progress of the map <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->

    Note:
    I tried P13, p14 and p15 of the compile tools alls restulted in the error. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Before you do something radical like start deleting detailed stuff randomly, try deleting the brushes that the pointfile goes through, then recreate the geometry there. I had this problem in my co map and deleting the brush and recreating it fixed the problem.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    I'll try that. about the steam underneath the bridge is going to be removed/tweaked, I havent done anything about it yet since i'm building other parts to.

    I hope your solution will fix it <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Hear that? It's the sound of 100 people crossing their fingers and holding their breath while waiting for news...
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    Also bear in mind that there <b>are</b> bugs in the compile tools, and reverting back to the latest MHLT build wouldn't hurt, especially if it works.
  • DimebagDimebag Join Date: 2003-08-07 Member: 19176Members
    Oh please tell us it worked! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    kouji ill eventualy get you that fighter <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> im getting lazy
    i hope your errors get resolved <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    If you can't find that leak, contact me, I'll probably be able to fix it, I've been dealing with strange leaks for a long time, I helped spacer fixing some leaks too! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited July 2004
    Thanks for that offer mendasp, but I fixed it myself <b>YAY</b>!

    It seemed that the *.map exporter from hammer did something strange with one of my brushes (which was valid btw). Because the point file went trough the edge of this brush, but there was no leak there. I though, hmm why not open the *.map file created from the *.rmf.

    So I did, and there it was!!! The brush was distorted just enough to let the evil line pas right trough a small crack between the ceiling and this brush. After rebuilding this brush (and optimising some r_speeds while I was at it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) achio is compiling once more!!!

    To bad I didnt make a backup of the interior (equipment) of the marine start, oh well I'm just happy with the fact that achio is back in business <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Screens <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> ?
  • TGRangerTGRanger Join Date: 2004-06-26 Member: 29557Members
    This map looks really good man, i love the idea of the asteroid and the broken areas! Working on my first map at the moment, finding the textures very time consuming :\
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    I would like to see this map playtested once it is finished and hopefully would be available upon Beta 5 Release.
  • john_sheujohn_sheu Join Date: 2004-02-26 Member: 26917Members
    edited July 2004
    Well, I've been gone from the NS forums for quite a while. Decided to come back and check up on my favorite map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> and see how it's going. Really nice! I especially like the incorporation of exterior views.

    <span style='color:RED'>Buggy areas: (loads of images alert!)</span>

    The blinking lighting doesn't sync with the blinking light
    <img src='http://www.filenote.com/redir/8215.jpg' border='0' alt='user posted image' />

    These vents look a bit too rectilinear-ish; how about jazzing them up a bit?
    <img src='http://www.filenote.com/redir/8216.jpg' border='0' alt='user posted image' />

    Would be nice to have some blue lighting flashing along with the energy shield look
    <img src='http://www.filenote.com/redir/8217.jpg' border='0' alt='user posted image' />

    This weldable door is not openable from the inside. Is this intentional?
    <img src='http://www.filenote.com/redir/8218.jpg' border='0' alt='user posted image' />

    Here along the girders on the floor of the ion cannon hallway floor there are a few "stuck areas". Also, with an arcane mix of duck and jump it is possible to actually teleport <i>through</i> the girders.
    <img src='http://www.filenote.com/redir/8219.jpg' border='0' alt='user posted image' />

    I realize that the hallways are big to give the player the feeling of "puniness". However, I think that it's sized too big; for example, on the door to the right, if you walk up to you see that the door has to be at least 10 feet tall real-world. A bit oversized, in my opinion. But I suppose this is an area for mapping tastes, and <b>you</b> are the author... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    <img src='http://www.filenote.com/redir/8220.jpg' border='0' alt='user posted image' />

    On this unfunctional door, instead of only having a sound play when the door button is used, it might also be nice to have the door shudder a bit.
    <img src='http://www.filenote.com/redir/8221.jpg' border='0' alt='user posted image' />

    This pipe-crack in the flooded room seems to be mistextured.
    <img src='http://www.filenote.com/redir/8222.jpg' border='0' alt='user posted image' />

    Notice that looking through the door underwater, the floor grating outside seems to be drawn strangely. I suspect this is an HL-engine constraint, but it would be nice if you could find some way to correct it (perhaps by placing a film of water over it)
    <img src='http://www.filenote.com/redir/8223.jpg' border='0' alt='user posted image' />

    A bit of unwarranted tactical advantage, perhaps? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
    <img src='http://www.filenote.com/redir/8224.jpg' border='0' alt='user posted image' />
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    wow. your good.

    and you could use a new video card <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited July 2004
    <b>john_sheu:</b>
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The blinking lighting doesn't sync with the blinking light
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I know, havent looked into it as of yet. I will eventually
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->These vents look a bit too rectilinear-ish; how about jazzing them up a bit?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I know you want good looking vent, me to. But this will have to wait till achio is finished due to mapping resources running out.
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Would be nice to have some blue lighting flashing along with the energy shield look<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Going to make the blinking light blue like the shield
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->This weldable door is not openable from the inside. Is this intentional?
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yup, its a strategic siege location, and the aliens have many other ways of getting to the other side of the door.
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Here along the girders on the floor of the ion cannon hallway floor there are a few "stuck areas". Also, with an arcane mix of duck and jump it is possible to actually teleport through the girders.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    A well know fact due to the architecture used here. I'm thinking of doing the same thing I did on the other ION cannon:
    1. To fix the stuck issue
    2. Optimise r_speeds
    3. Get some clipnodes and leaves back, since im going to run short on them
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I realize that the hallways are big to give the player the feeling of "puniness". However, I think that it's sized too big; for example, on the door to the right, if you walk up to you see that the door has to be at least 10 feet tall real-world. A bit oversized, in my opinion. But I suppose this is an area for mapping tastes, and you are the author...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Those are indeed the type of door used by the marines, the others are for big equipment and similar stuff. I'm thinking of resizing them.
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->On this unfunctional door, instead of only having a sound play when the door button is used, it might also be nice to have the door shudder a bit.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    it's at the moment not a door entity, would be a nice addition though.
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->This pipe-crack in the flooded room seems to be mistextured.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Fixed, tnx. I tend to mis minor things like this with the map growing larger
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Notice that looking through the door underwater, the floor grating outside seems to be drawn strangely. I suspect this is an HL-engine constraint, but it would be nice if you could find some way to correct it (perhaps by placing a film of water over it)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Going check it out ingame, since I don't see the problem in the screenshot <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->A bit of unwarranted tactical advantage, perhaps?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I put a func_nobuild up there so it should be fixed


    Thanks for all the feedback john, its very helpfull. Oh next time it isnt necessary to post with the map displayed onscreen since I know the areas <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    Btw the map has already grown a lot larger since alpha 0.61. I also made it somewhat brighter with the darkness still being a key element, but I tweaked it so the "to dark map issues" shouldn't pose a problem anymore...

    [edit]
    layout update btw people @ <a href='http://www.unknownworlds.com/forums/index.php?&act=ST&f=4&t=58601' target='_blank'>first post</a>
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    Is aft engine REALLY going to be that close to the loading bay?
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Wow, didn't notice that. Hello, rush!
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited July 2004
    The left entrance towards aft engine was closed with a lot of boxes as a last futile attempt to seal of this area from the rest of the ship to stop the Kharaa from getting out. The crew took a loader and rammed a lot of crates into this hallway, guess what it didn't work <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> since the other team which was asigned to close the other entrance was killed. The Kharaa also broke trough a door which was closed. And there was a small matter of the other infected areas...

    Since it is a hallway in the layout of the ship I had to use this to make it look like the hallway is still there only inaccesable. Now don't worry aft engine has 2 more exits which will make the aliens or marines for that matter take a longer detour. Also the hive and rt isn't siegeable from the location near the elevator or its hallway
  • TechwidTechwid Join Date: 2002-11-13 Member: 8440Members, Constellation
    Looking good, can't wait till its finalized. Pulling up the alpha and running around in it I have one suggestion though. You ever heard of chinese water torture with the water dropping until the person goes crazy? The starboard generator hive (I believe thats it, with all the water and the two electrical fields) has a really obnoxious dripping sound that has the same effect. May want to change that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    already done, well actually I lowered the volume and added a nice whining metal sound since the superstructure is damaged and all.
  • Lord_SothLord_Soth Join Date: 2004-06-10 Member: 29230Members, Reinforced - Shadow, WC 2013 - Supporter
    thats insane, i havent seen a map look so good in Half-Life, specialy since half-life is quite 'old' now, and has alot of limitations. Very, very good work 0.o
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited July 2004
    Why thank you very much <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    I'm starting to get near two of those limitations called <i>clipnodes</i> and <i>leaves</i>. I'm tweaking like hell to get those two to a more acceptable percentage, I managed to gain 20% (I'm not done optimising yet).
    This is also the main reason why I havent updated with screenshots yet. Well not entirely true since I did update the layout screenshot in the first post and some of the information there <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    [edit]
    The layout has grown quite a lot since the latest released alpha test (0.61)
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Keep plugging away, there are many people waiting patiently for a full version of this map. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
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