
Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: May 2, 2013 07:17 PM
Msg. 736 of 915
I can tell you reduced the number of polies, that's damn good. The model was nearly sealed, meaning the render model was waaay higher poly than it needed to be.
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Ackrylic
Joined: Apr 23, 2007
Hue
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Posted: May 2, 2013 09:12 PM
Msg. 737 of 915
Close up  Don't blame me if you can hardly see the wires D: The wires won't show up on the pipes.
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: May 2, 2013 10:37 PM
Msg. 738 of 915
Now you guys just need to apply proper textures to the pipes. Edited by 1bobsam1 on May 2, 2013 at 10:43 PM
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: May 2, 2013 11:13 PM
Msg. 739 of 915
If only CE had those rendering capabilities. How nice everything would look without textures.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: May 2, 2013 11:51 PM
Msg. 740 of 915
Quote: --- Original message by: Jesse
Things to fix:
- Add the oddball and flag - There seems to be some rare times where people exception, but I'm not sure why. It happens maybe once every two or three games, but it might be the sounds of some weapons. If Kirby or DSalimander can tell me what they were doing when it happened, maybe we can figure it out. We once had an issue with the Brute Shot firing sound causing exceptions, and Arbiter100 exceptions when firing the shotgun... - Fix the vehicle sync problems - Unwrap the new pipes that Arbiter100 made before, get them ingame and all.
Once that's done, I think we can release. Removed some things that I fixed.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 3, 2013 12:15 AM
Msg. 741 of 915
I'm loving the way this project is chugging on. Keep at it gentlemen!
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: May 3, 2013 01:31 AM
Msg. 742 of 915
Things to fix: - Add the oddball and flag - There seems to be some rare times where people exception, but I'm not sure why. It happens maybe once every two or three games, but it might be the sounds of some weapons. If Kirby or DSalimander can tell me what they were doing when it happened, maybe we can figure it out. We once had an issue with the Brute Shot firing sound causing exceptions, and Arbiter100 exceptions when firing the shotgun... - Fix the vehicle sync problems Removed some problems I fixed. Added the new pipes that are more accurate. http://www.xfire.com/video/5f6730 Edited by Jesse on May 3, 2013 at 01:37 AM
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: May 3, 2013 01:32 AM
Msg. 743 of 915
Make the secret room sexier Gaigher style
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: May 3, 2013 01:41 AM
Msg. 744 of 915
-No flagstands
-forklift Windshield ID error
-#### poster is too large, compared to others
- Add the oddball and flag
- There seems to be some rare times where people exception, but I'm not sure why. It happens maybe once every two or three games, but it might be the sounds of some weapons. If Kirby or DSalimander can tell me what they were doing when it happened, maybe we can figure it out. We once had an issue with the Brute Shot firing sound causing exceptions, and Arbiter100 exceptioned when firing the shotgun...
- Fix the vehicle sync problems Edited by Jesse on May 3, 2013 at 02:02 AM
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Ubergoober
Joined: Oct 11, 2010
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Posted: May 3, 2013 04:20 AM
Msg. 745 of 915
Quote: --- Original message by: Jesse
-No flagstands
-forklift Windshield ID error
-#### poster is too large, compared to others
- Add the flaming oddball and flag
- There seems to be some rare times where people exception, but I'm not sure why. It happens maybe once every two or three games, but it might be the sounds of some weapons. If Kirby or DSalimander can tell me what they were doing when it happened, maybe we can figure it out. We once had an issue with the Brute Shot firing sound causing exceptions, and Arbiter100 exceptioned when firing the shotgun...
- Fix the vehicle sync problems Edited by Jesse on May 3, 2013 at 02:02 AM ftfy :P Edited by Ubergoober on May 3, 2013 at 04:21 AM
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Oskarmandude
Joined: Mar 16, 2013
Bosnia
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Posted: May 3, 2013 05:24 AM
Msg. 746 of 915
Quote: --- Original message by: MatthewDratt Make the secret room sexier Gaigher style YESH
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GAIGHER
Joined: Nov 5, 2008
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Posted: May 3, 2013 11:24 AM
Msg. 747 of 915
Quote: --- Original message by: OskarmandudeQuote: --- Original message by: MatthewDratt Make the secret room sexier Gaigher style YESH You have find how to activate in With_Whiteness Map ?
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: May 3, 2013 11:40 AM
Msg. 748 of 915
Quote: --- Original message by: GAIGHERQuote: --- Original message by: OskarmandudeQuote: --- Original message by: MatthewDratt Make the secret room sexier Gaigher style YESH You have find how to activate in With_Whiteness Map ? I just crashed there with ghost lol
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: May 3, 2013 04:57 PM
Msg. 749 of 915
Quote: --- Original message by: DSalimander I prefer the white un-textured models in CE. They look so neat. I'm talking about making them not look this... (older picture that Jesse posted back on page 23 or so) Edited by 1bobsam1 on May 3, 2013 at 04:59 PM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: May 3, 2013 07:27 PM
Msg. 750 of 915
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Ackrylic
Joined: Apr 23, 2007
Hue
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Posted: May 3, 2013 08:30 PM
Msg. 751 of 915
Cool, tell them how much tag space you gain from that :)
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: May 3, 2013 09:23 PM
Msg. 752 of 915
Looks good, but why does the "lighting" look blueish on it?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: May 3, 2013 09:38 PM
Msg. 753 of 915
Arbiter and I spaced out the pipes. 
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: May 3, 2013 10:11 PM
Msg. 754 of 915
camper heaven
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: May 3, 2013 10:23 PM
Msg. 755 of 915
Quick! Someone go get a crate of grenades!
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: May 3, 2013 11:16 PM
Msg. 756 of 915
That's not a map, it's just a bunch of pictures. I cant play pictures online :(
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: May 3, 2013 11:54 PM
Msg. 757 of 915
Quote: --- Original message by: Jesse -No flagstands
-forklift Windshield ID error
- There seems to be some rare times where people exception, but I'm not sure why. It happens maybe once every two or three games, but it might be the sounds of some weapons. If Kirby or DSalimander can tell me what they were doing when it happened, maybe we can figure it out. We once had an issue with the Brute Shot firing sound causing exceptions, and Arbiter100 exceptioned when firing the shotgun...
So close O_O
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Ubergoober
Joined: Oct 11, 2010
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Posted: May 4, 2013 12:29 AM
Msg. 758 of 915
dayum, sure hope the exception issue gets ironed out, sure would be a shame to come all this way and not be able to stop the exception data from occurring
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: May 4, 2013 04:13 PM
Msg. 759 of 915
New forklift windshield.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: May 4, 2013 04:16 PM
Msg. 760 of 915
Finally, I've asked questions about the forklift windshield a few times already. Good to see it fixed.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: May 4, 2013 04:37 PM
Msg. 761 of 915
Quote: --- Original message by: DSalimander"Press 'E' to enter driver of forklift" That's hot. Must be Dennis driving, I'd enter that. Something we gotta deal with, due to the removal of certain HUD messages bcause reasonsQuote: --- Original message by: XlzQwerty1 Finally, I've asked questions about the forklift windshield a few times already. Not as much as I have, I bet. As for the exception: It's likely the tagset (9/10 times it always is), one of our vehicles (custom vehicles are always fun to debug), or perhaps modifications to the fence material could be the culprit. Masterz once spoke of a way to figure out where the exception is coming from by looking at data the exception provides, we'll probably give that a try. Kirby seems confident that a bad sound (not the kind your parents make at night) is causing this, he might be right. At any rate, simple process of elimination will tell anybody exactly what the cause is. I figured replacing all the sounds from CAD's release of the zteam tagset should fix things. I think that the extracted (with HEK+) versions of the tags in the initial release screwed some things up.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: May 4, 2013 04:51 PM
Msg. 762 of 915
Quote: --- Original message by: Jesse Something we gotta deal with, due to the removal of certain HUD messages bcause reasons We can always fix it, you still have the .hmt file in your data folder, we can recompile it with the word seat included. Quote: --- Original message by: DSalimander Kirby seems confident that a bad sound (not the kind your parents make at night) is causing this, he might be right. It was jesse that thought it was a sound, I told him that if it was a sound that caused it for me, the only thing it could be would be that plasma pistol (Which after testing myself, doing all sorts of things to it, it didnt exception, so that seems unlikely)
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: May 5, 2013 12:30 AM
Msg. 763 of 915
Added the flag bases. Edited the materials for the fence hinges and joints for a little more variety: Modeled parts into the exterior and used Arbiter's pipes instead of mine. 
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Ackrylic
Joined: Apr 23, 2007
Hue
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Posted: May 5, 2013 01:24 AM
Msg. 764 of 915
Awesome :D
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: May 5, 2013 03:11 AM
Msg. 765 of 915
You could fix half of those errors.
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Ubergoober
Joined: Oct 11, 2010
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Posted: May 5, 2013 04:32 AM
Msg. 766 of 915
"the oddball's way too shiny"
......could never be too flamy Edited by Ubergoober on May 5, 2013 at 04:33 AM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: May 6, 2013 05:34 PM
Msg. 767 of 915
Quote: --- Original message by: DSalimander
My nit pick bug list as of right now- -stair steps need detail map -the semi-truck's windshield needs to be transparent glass -yellow square tile shader_env needs detail map that matches nonyellow counterparts -no hud meter for flashlight usage -turn right, going forward with the forklift- the front wheels incorrectly steer left -the grate shader_env is blocking all radiosity light from reaching behind it, causing what's behind it to be very dark -fancy postgame carnage report mb? -when playing classic snipers, you're supposed to start with a sniper, not a BR -BRs can be seen all over the level as pickup weapons in classic snipers or rockets -the fans arent there if you play classic snipers or rockets -the pipes outside need smoothing -the oddball's ground point is very wrong -the oddball is way too shiny, tone down the reflectivity; dont use gunmetal cube -the KOTH scrolling shader is H1
this list is absolutely final. we need a good postgame carnage report background. Edited by DSalimander on May 5, 2013 at 03:08 AM
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: May 6, 2013 06:02 PM
Msg. 768 of 915
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: May 6, 2013 06:08 PM
Msg. 769 of 915
that's nice and all, but shouldn't the focus be on the stats, and not the background?
one thing I always hated about some maps was that they used really over-the-top carnage report backgrounds
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: May 6, 2013 06:49 PM
Msg. 770 of 915
For a background, I recommend getting a bunch of people in-game and have an action shot somewhere near the middle turn with the camera view at/near the floor looking up. Shoot and throw grenades and all sorts of haywire then take the photo, add cool affects in Photoshop, to make things look even more insane and presto! Also, 2 people should be looking like they have their sights flat out directed at each other and they should be the focal point of the photo. You may also have to play with colors to make it so the actual post-game carnage can be read while the photo is there. Maybe slight desaturation in Photoshop as well as a fade affect either from bottom (dark) to top (clear) or having a slight motion blur on the edges where the edges slightly go dark.
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