View Full Version : Me again, luring you with sweets...
Silus_of_Earth
8th Nov 2001, 06:45 AM
Hello Chimpanzee Hybrids.
Almost ready to release, but I'd love it if you guys could have one last look, and see if I've addressed the problems/issues you all mentioned.
Thanks
New Beta Here:
www.gosub600.com/DM-Skullfck_BETA2.zip
PS. There are no sweets.
PPS. Only ZUUL!
Silus_of_Earth
8th Nov 2001, 05:16 PM
Haha! There have been 5718 downloads of DM-Colwell so far.
I wonder how many are 'local people'...
It's been something of a hit here in Weymouth, where the real Colwell Shopping Centre is - I have even had people I haven't seen for years come up to me in the street and talk about it.
The thing is, you aren't allowed to actually kill people in the real one. No wonder it is empty, devoid of tenants. I have approached the owner on several occasions regarding ways to make his shopping centre into a lucrative killing arena but he keeps whittering on about 'illegal' something and 'please leave me alone' something else. Ah well....
navboy
8th Nov 2001, 07:34 PM
lol
navboy
8th Nov 2001, 11:05 PM
wow, i *really* like the way the outside area looks now, really Bladerunnerish and i like the huge scale.
Went for a tour on the hover car, very nice. I don't know if it would kill the framerates or not to add little light boxes to the bottom and front hovercar lights, it would look sooooo cool. On my machine though timedemo is showing framerates as low as 16 and 17 occasionally.
Noticed there's no semi's at all in your map, don't know if converting a few things would help your framerate or be the worth the headache if it caused new collision problems and whatnot. It's a thought though.
Slick little map!
Silus_of_Earth
9th Nov 2001, 07:15 AM
Would that be possible? How would the lightboxes move? Can lightboxes move? That *would* be good....
Anyway, thanks again. Semis eh? Perhaps... don't know. Depends on my strength...
Framerates eh? Hmm. Dirty little numbers....
Hmmm.
Nachimir
9th Nov 2001, 08:57 AM
Froody Silus.
Lightboxes can indeed move with the right tag set up. Demo map, Here! (http://www.geocities.com/tempnach/attachdemo.zip) (Tiny).
I think ligtboxes on the car would look really good, and maybe an ambient sound where it stops - it went eerily silent when I stayed on it to snipe.
More hovercars circling the tower lower down might look good too; movers can also be attached to each other.
The reverb in the flak chamber gives awful feedback on my PC; I read somewhere that making the reverb setup numbers so they're not divisible by each other will sort this out. I tried to do it in Potamic (Thankyou Mr. Spoon), but I still couldn't get it working properly.
The skybox is looking very nice.
Nachimir
9th Nov 2001, 09:04 AM
Geocities is playing silly buggers with that file, so here's a fileplanet link:
Voila (http://www.fileplanet.com/dl/dl.asp?/planetunreal/fragadelic/nachimir/attachdemo.zip)
(Oh, so is fileplanet
:-/
)
Silus_of_Earth
9th Nov 2001, 10:06 AM
Damn. Somebody broke Fileplanet.
Thanks for your help, I'll try that moving lightbox thing if I can ever get the link to work... or could yu mail it to me?
silus@gosub600.com
Cheers
Also, Nachimir, what is your email address?
Nachimir
9th Nov 2001, 11:08 AM
Map is sent.
I use three email addresses at the moment:
nachimir@microsith.com (web-based)
nachimir@subdimension.com (pop mail)
Are my two addys for Unreal stuff.
I also use:
david.hayward@gmx.net (pop mail)
for a couiple of people I write to, and the odd occasions when I'm doing business of some description.
I'll get mail if it's sent to any of these. If anyone wants a look at the crappy little attachmover demo I did, drop me a line and I'll mail it.
navboy
9th Nov 2001, 01:56 PM
on the reverb thing, in Gravadyne7 i had some great reverb going in the big main room but scrapped it because it noticeably dropped my already marginal framerates.
However, at some point i got a really nice working reverb by enabling the reverb raytracing in the zoneinfo, don't remember what it's called, and it filled in the various delay time slots automatically based on the dimensions of the room i guess. Then i disabled it but kept the same settings.
Seems like i tried that again later and couldn't get it to generate those delays, but i don't remember now exactly what the problem was. Might try fiddling with it and see what you can get.
But yeah, delays not being divisible by each other would help alot, since for example a .2 second delay pattern imposed on a.4 second delay pattern would reenforce to give a relative wallop every .4 seconds until the whole thing has decayed.
Silus_of_Earth
9th Nov 2001, 03:10 PM
Wow. It's science, isn't it?
The reverb sounds okay on my machine, I guess I'll fiddle. (with the reverb)
Regarding the AttachMover things - forgive my dumbness, but I can't get it to work. Can you give a rough outline of what settings are important? I've set the AttachMover on the lightboxes to the tag of the hovercar, but that's all I've done, and that don't do it. Short of going back and forth comparing every setting of the thing I don't know how I'll do it. It does look very cool in your demo though, Nachimir, and I would like to use it.
Is there a tutorial anywhere?
Nachimir
9th Nov 2001, 05:20 PM
Gah!, sorry, I meant to say: Under "Advanced" in the properties of any decoration you want to be attached to a mover, make sure "Static" is set false. Soz, I ran into that today and thought "I really must mention that".
Silus_of_Earth
9th Nov 2001, 07:36 PM
Thanks mate!
Thanks for replying so quick. I wish I'd known about this moving decoration **** before....
Balton
9th Nov 2001, 07:51 PM
downloaded it will look at it later. as stated in my thread I cant play ut well.
Nachimir
10th Nov 2001, 03:07 PM
I'm bursting to see this finished.
Silus_of_Earth
10th Nov 2001, 06:56 PM
Its done. I'll give it to Base Sunday. Cheers!
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