Day of deafeat maps..
WaffleSpoon
Join Date: 2002-01-30 Member: 133Members
<div class="IPBDescription">R_speeds</div>I love the DoD maps, especially the broken houses and sounds.. but anywho.. do you guys realize the mere -size- of those maps.. take overlord or dog1 for instance.. the viewing distance is breathtaking.. you can se a hl standard size player be small as 0.5 CM.. that is frikkin small, and there isnt a single lag even with over 25 players.. how the shiznit can they do that???
if anyone knows, tell me cuz I already love my bridge I made for NS <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->.. indoor ofcourse.. one side is marine, other is alien.. the alien side brakes into three hallways each leading to a hive.. if u fall down u..ehm.. kindo die <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
ah well, nough talk, just let me know if you have any idea.. would be appreciated.
if anyone knows, tell me cuz I already love my bridge I made for NS <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->.. indoor ofcourse.. one side is marine, other is alien.. the alien side brakes into three hallways each leading to a hive.. if u fall down u..ehm.. kindo die <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
ah well, nough talk, just let me know if you have any idea.. would be appreciated.
Comments
Anyway, I think that they've managed to keep the r_speeds low by clever use of VIS blockers and maybe hint brushes. What is a problem on those maps for low end computer users like me, is that the e_poly rises very high, often 16000+. For someone with a good computer, that doesn't matter since the Half-Life engine is much better on handling e_poly than handling w_poly.
one bad thing is - i newer tested it cos i cant - wc dont allow me to add player start points and stuff cos there is only some boxes and stuff in add meu but nothing like that
then on to the DoD maps.. I know u can craete alot of things with textures, but Ive tried and no luck.. I just wanna know if there is anyway of blocking lights for instance if that is what makes r_speeds go crazy (think someone said something bout it earlier)... if you can create a illusionary wall in the middle of the room to make HL know its two rooms, make the player see one.. and he can walk through the wall(invisible offcourse) not knowin it, but the game engine would.. and therefor lowering the r_speeds as hl thinks its two, smaller rooms..
well everybody send me to somewhere - look at this page or whatever - i still ask here one thing - i made a ladder but its ingame invisible - why ?
A HL ladder is 2 entities. One entity is an invisible func_ladder(which allows the player to climb), the other is a func_wall with rendermode set to solid so you can see though the rungs.