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MUG

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Everything posted by MUG

  1. Sure thing. I was going to let my screenshots speak for themselves as I go, but if I let you know what I am scheming, that gives you all some time to plan stuff that fits with what I have started on, and perhaps even pre-build some stuff to merge in. I'm imagining a city inhabited by two classes. On the ground, and under it, reside the lower classes. Here there will be slums, and ground level vehicles in the streets (i guess speeder bikes or similar). As you can see, I have also started work on an underground system ("The Hub-Way" >.>), which looks somewhat dirty, and somewhat in a state of disrepair, I'll be adding flickering lights and things. The idea is that later we can add more stations to other parts of the map when they exist, to allow you to cross it rapidly. Here is the more ambitious part of my concept; The buildings in these slums are actually just the bases of skyscrapers. There would be turbo lifts going up to the high levels, where there will be bridges, walkways and sky-monorails making up an upmarket area where the rich live, work and shop. I'm not sure how technically possible it will be to have such areas, what with potential giant vis-areas. It might be possible to have fake lifts which actually take you to a different area which appears to be the tops of the same buildings? Either way, I imagine other mappers will have very different ideas for what they want to do, so it may well not come up anyway. I will probably include the areas I had in mind for the upper areas in the map, and if it becomes awkward to incorporate them as I had in mind, they can be worked in some other way or simply be cut from the map. I also have a few questions regarding trains, which I suspect will be best answered by @@MoonDog , @@Szico VII and other script wizards. Is it possible to have a train with opening doors? That is to say, the train will move, along with its doors to a station, the train will then stop, and the doors then open, and close after a delay before the train departs again. The trains will probably travel in a straight line. Oh also, I could potentially write/record some music for the map later on if people want. Thoughts on that? [/giant post]
  2. Sorry @@MoonDog , but the lift for BABIES is no more: edit: @@Caelum - I will personally rape your forum to death. what does it think it is doing!? edit edit: Seriously, what?
  3. Due to a slight size-judgement error, It is my great honor to post the first development screenshot of the pass me around map:
  4. ctrl+p
  5. Oh god. I have first slot T_T Well, thankfully, my trip to New York has given me some ideas, so at least I have something to work with xD Also, I never had problems with it, I tested it after other people mentioned there being issues, and found none.
  6. I think we should just include a shaderlist file while we are passing it around, and anyone who wants to add custom shaders can just add their own .shader file.
  7. I'm planning to make an updated version of it properly, rather than using the games factory. Plan is it will look prettier, have a combo system and a LOT more levels.
  8. I did science. Radiant 1.3.12. Original deffinitions: New definitions: Also had a light and a func_door. Nothing broke. I guess moondog's issue was caused by something else, or 1.4 specific (if so, moral of the story is use 1.3.12 like a pro would.).
  9. I don't especially want to break all my old .maps
  10. That should cause problems, aye. I suggest making a default mp_entities only rule.
  11. Indeed, I think there is a clear winner.
  12. Not bad. =P It ends at around 3000, depending on how many cheese you miss.
  13. So I recently went through my files on a computer I haven't used since 2009 and found this: https://docs.google.com/file/d/0B1Gxgbgc27XSZmFKUWJTRG5rVFE/edit?usp=sharing it's a space shooter I made with a tool called The Games Factory 2. It's pretty fun and perfectly ridiculous, please download it and have a go. It's tiny so will only take a few seconds to download. Enjoy. Edit: Controls are mouse and w a s d Also, having played it more i can tell you that the game does have a limited number of waves and can be beaten. It just gets hard towards the end.
  14. Any special rules in mind for 1.3? =P I'm too pro for anything newer.
  15. Don't know much about shadow of the coloussus, but these weapons look awesome.
  16. Dogblog
  17. *resists urge to set up "Mug's blog" just to cause confusion.
  18. I suggest moving your japp.jkhub.org here =P
  19. How I expected this post to look:
  20. just go to the first post of the topic, click edit, click the button to use the full editor, and there should be a button to add poll options.
  21. http://jkhub.org/topic/1444-i-get-carried-away/?do=findComment&comment=17671
  22. If nothing vanished, it cant have helped.
  23. Distance cull seems like a pretty saddening solution to be honest. It seems a shame that in places you will see the backdrop vanish if you are too far away. As for the source, yeah I imagine the source isn't quite up to date as I probably lost the file once or twice. Potentially it could actually be a version ahead of the compile in the pk3 where I/someone else tried to fix it. But yes, curse you all, it's decided, I shall make this blasted map work, even if it means reading up on various new vis improving techniques. I may well need to enlist the help of a few of the more savvy mappers if they are willing to lend a hand.
  24. So its a lot of effort to go to for a map that wont get any real use. And aye, the problems lie in vis, and regrettably its much more than one area where it drops. The moment you step outside you loose at least 10 fps, and in several semi-indoor areas you get the same effect. Basically, a large portion of the map is a single vast out-door area, and there is an awful lot of glass/gaps in walls through which it can be seen, causing near to the entire map to be drawn at once. Also despite thorough caulking, i think i had to add some setting or other to get it to actually make it through the vis step, which has caused the fps to be lower in general. After I went inactive towards the end of cosmos the .map actually got passed around a bit and was so horrifying that no further progress was made at all xD. In short, the map is an absolute nightmare to optimise.
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