Search found 3892 matches

by Feralidragon
Mon Jan 13, 2020 1:04 am
Forum: Mapping
Topic: steady rising mover + attached killzone + sheet for visualization = possible?
Replies: 20
Views: 644

Re: steady rising mover + attached killzone + sheet for visualization = possible?

@Feralidragon wouldn't it be very complicated to let the player swim in that kind of construction? I mean in UT. If you want the player to swim, then that's really really hard to do (other than the multi-zone method). You would need to make it so that the player believes he's actually underwater, w...
by Feralidragon
Mon Jan 13, 2020 12:49 am
Forum: Mapping
Topic: The most RiDiCuLoUs Mapping Contest!
Replies: 77
Views: 4186

Re: The most RiDiCuLoUs Mapping Contest!

Not sure if I am allowed to post this here, but I don't think it's worth it to start a WIP topic for this since I am close to finish it. Like I mentioned earlier, I meant to do a quick map, and in this one I focused mostly on gameplay, and it ended up being far more fun than I expected. I think I wi...
by Feralidragon
Sun Jan 12, 2020 3:52 pm
Forum: Mapping
Topic: steady rising mover + attached killzone + sheet for visualization = possible?
Replies: 20
Views: 644

Re: steady rising mover + attached killzone + sheet for visualization = possible?

Well, if you want bots to be aware of it and such, any solution revolving only the existing actors the game already provides will be exceedingly complicated to even next to impossible to make it work as perfectly well as you want. In other words, you probably cannot do this without custom code. Spea...
by Feralidragon
Wed Jan 08, 2020 9:10 pm
Forum: Mapping
Topic: The most RiDiCuLoUs Mapping Contest!
Replies: 77
Views: 4186

Re: The most RiDiCuLoUs Mapping Contest!

What I mean with the spawn point is similar to the spawn points in Blice: there you spawn in a place where you're hidden and protected from enemy fire from 3 sides. But in the case of this map, I was thinking at most to make players to spawn in places where they would technically be hidden from enem...
by Feralidragon
Wed Jan 08, 2020 7:58 pm
Forum: Mapping
Topic: The most RiDiCuLoUs Mapping Contest!
Replies: 77
Views: 4186

Re: The most RiDiCuLoUs Mapping Contest!

Now that I have finished Blice, this would probably be a fun and quick one to do. I have something in mind for this which should be really quick to do, but the result should be fun, with no custom packages or effects. I just have a few questions about the rules: · Map must be tiny: you mean file siz...
by Feralidragon
Tue Jan 07, 2020 10:54 pm
Forum: Mapping
Topic: CTF-Blice (Release)
Replies: 26
Views: 1477

Re: CTF-Blice (Release)

Thank you all, for the compliments and insights. As for the CloudZone, I went with it on purpose, since I really wanted to "destroy" anything that entered the zone, and not exactly "damage" to death, namely any projectiles that entered it so they would look like they went away to oblivion and never ...
by Feralidragon
Mon Jan 06, 2020 12:41 am
Forum: Mapping
Topic: CTF-Blice (Release)
Replies: 26
Views: 1477

CTF-Blice (Release)

I was finally able to finish this map. Although I mentioned this quite a lot during development, beware that this is a map which pretty much pushes the engine to its utmost limits. This means a few things: the map is quite big: 85MB ; the BSP has a very high node count ( 58k , already optimized down...
by Feralidragon
Sat Jan 04, 2020 2:29 pm
Forum: Coding, Scripting
Topic: in-game radii view for triggers
Replies: 39
Views: 2761

Re: in-game radii view for triggers

The only cap that I know of is from this quote: Arrays of variables can be replicated, but only of the size of the array (in bytes) is less than 448 bytes. But to be honest, at 256 entries, you already surpassed these 448 bytes a long time ago, and in NW3 for example, I have replication of several d...
by Feralidragon
Sat Jan 04, 2020 4:00 am
Forum: Mapping
Topic: CTF-Blice (WIP)
Replies: 95
Views: 9445

Re: CTF-Blice (WIP)

FD, I have to tell you that it is visually stunning!!! I know working on the same map for a long time can become monotonous and you become numb and bored with seeing it over and over, but I for one can't wait to see it completed!! Thank you. :tu: And yes, finishing this map became something close t...
by Feralidragon
Tue Dec 31, 2019 7:30 pm
Forum: Mapping
Topic: CTF-Blice (WIP)
Replies: 95
Views: 9445

Re: CTF-Blice (WIP)

Sick amount of details! Maybe you can do some optimizations like joining the trims and various textures into a single big texture? Thanks. :) I could, but this map has stopped being something "playable" a long time ago, so I am not very worried about optimizations. It will take a strong machine to ...
by Feralidragon
Fri Dec 27, 2019 12:54 pm
Forum: Misc | Off-Topic
Topic: Virus/Malware scanning software
Replies: 11
Views: 823

Re: Virus/Malware scanning software

Windows Defender, like everyone said (which already comes with Windows 10 by default, iirc), which is what I use as well. Although, to test questionable software (something you download but you don't necessarily trust), rather than testing it against your main system, you can download it and test it...
by Feralidragon
Fri Dec 20, 2019 1:24 am
Forum: Mapping
Topic: ==[ The 20th Anniversary Mapping Contest - 20AC ]==
Replies: 228
Views: 14562

Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

Talking about bonus maps, mine won't make it either. I had everything under control... until I hadn't. I got sick, and got some extra tasks to handle rather urgently at work (a few days before vacations, the usual), so I couldn't work on the map at all during this week. It's very likely I will get b...
by Feralidragon
Wed Dec 18, 2019 12:20 am
Forum: Announcements
Topic: -= 20th Anniversary Mapping Contest Poll =-
Replies: 21
Views: 2020

Re: -= 20th Anniversary Mapping Contest Poll =-

I went with DM-20AC-CrypticDungeon and DM-20AC-CorporateOffice. I was torn apart in whether to vote for CTF-20AC-Valhalla or not, since it's also a really interesting map, with clearly some time put into it, and technically well executed, but I simply liked CrypticDungeon more since it felt a lot mo...
by Feralidragon
Tue Dec 17, 2019 10:28 pm
Forum: Servers
Topic: Server tick rate
Replies: 13
Views: 1215

Re: Server tick rate

Another thing to take into account when choosing the right tick rate for your server, is understanding that the chosen tick rate also affects latency (ping). It doesn't affect the network latency itself directly (the network latency between a client and the server), instead it affects the "real" pra...
by Feralidragon
Mon Dec 16, 2019 10:42 pm
Forum: Servers
Topic: Server tick rate
Replies: 13
Views: 1215

Re: Server tick rate

It also goes down to the game speed. If you have a game at 150% speed instead of the normal 100%, it's probably in your best interest to increase the tick rate by at least 50% as well, since at higher game speeds the distance covered by a player within the same real time is larger, especially when d...