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dod_salerno

  • insta
  • October 23, 2005 at 7:54 PM
  • Grinwhrl
    • October 25, 2005 at 12:46 AM
    • #21

    cool, cant wait to play, looks great!

  • Dr.DK
    • October 28, 2005 at 12:07 AM
    • #22

    Looks very nice. I'd like to see some more oomph, like a working fountain, foam on the sea/shore, and more trees.

  • insta
    • October 28, 2005 at 12:47 AM
    • #23
    Quote from Dr.DK

    Looks very nice. I'd like to see some more oomph, like a working fountain, foam on the sea/shore, and more trees.

    Foam on the sea is something I'm currently working on. Trees will be placed later when I know where I can afford them in terms of performance.

  • Tequila
    • October 28, 2005 at 3:03 AM
    • #24

    I am using my 1000th post to say 'keep up the good work, Insta'.

    Keep up the good work, Insta.

  • Mazy
    • October 28, 2005 at 9:03 AM
    • #25
    Quote from Tequila

    I am using my 1000th post to say 'keep up the good work, Insta'.Keep up the good work, Insta.

    Haha, thats probably the biggest thumbs up you can get

  • insta
    • October 28, 2005 at 10:42 AM
    • #26
    Quote from Tequila

    I am using my 1000th post to say 'keep up the good work, Insta'.Keep up the good work, Insta.

    Thanks. I'm sure we can all agree that was the most usefull way to spend your 1000th post

  • 2d-chris
    • October 29, 2005 at 1:28 PM
    • #27

    wowza awesome job, maybe smooth off the beach sand to water. Possibly add some expensive water

    Anyway awesome job!

  • DaanO
    • October 29, 2005 at 3:09 PM
    • #28

    It's nice, however... I agree with what Gins said. Besides that, i think the beach could use a little work. It looks like you just slapped in some sand, beaches just look, different. I'll think about this for a bit but it's hard to explain. Oh and personally, i'd add an area to the map that is something else than 'just buildings'. Something like a church (cliche) but then not a church. Something that players will recognise. It's easier to get to know a map when everything is not just buildings and it's good for immersion. I'm really looking forward to the final, this could become featured artist material indeed but it just needs a little work imo.

  • Evert
    • October 29, 2005 at 3:14 PM
    • #29

    Is there a dod map with a lighthouse? That'd be sweet if made good

  • kleinluka
    • October 29, 2005 at 4:28 PM
    • #30

    dod_enemy

    but not for dod:s

  • Zyn
    • October 29, 2005 at 4:45 PM
    • #31

    I hope DoD_Enemy gets a major layout change if the author makes it for Source, it blows imho.

    Also, it might be an SDK-update next week, so we can map for DoD:Source with proper FGD and such...

  • kleinluka
    • October 29, 2005 at 5:49 PM
    • #32

    dont worry, unreal* retired from mapping.

  • zpanzer
    • October 30, 2005 at 6:28 PM
    • #33

    holy cow on a stick that looks hawt!!

    Any screens with HDR?

  • insta
    • October 30, 2005 at 9:13 PM
    • #34
    Quote from zpanzer

    holy cow on a stick that looks hawt!!Any screens with HDR?

    Sadly not, won't start messing with it until the DoD Source SDK is out.

    Good news btw, managed to bring the VIS compile time down from 16 hours to a pleasant 1 hour 30 minutes

  • Zyn
    • October 30, 2005 at 9:18 PM
    • #35
    Quote from insta

    Good news btw, managed to bring the VIS compile time down from 16 hours to a pleasant 1 hour 30 minutes

  • ginsengavenger
    • October 30, 2005 at 9:22 PM
    • #36

    so it takes a server farm of 32 machines 40 minutes to compile Lost Coast with all the HDR shiznitz and such. http://arstechnica.com/articles/culture/lostcoast.ars/4

    our compile times are about to take a jump

  • KoKo5oVaR
    • October 30, 2005 at 9:36 PM
    • #37

    it will be forgotten really quick then

  • insta
    • October 30, 2005 at 10:30 PM
    • #38
    Quote from ginsengavenger

    so it takes a server farm of 32 machines 40 minutes to compile Lost Coast with all the HDR shiznitz and such. http://arstechnica.com/articles/culture/lostcoast.ars/4our compile times are about to take a jump

    I hope someone releases some compile tools which will allow us to use several computers at the same time. Anybody know if someone is working on something like this? I've seen that Zoners tools are still active, but so far no radical changes to the standard tools.

  • ginsengavenger
    • October 30, 2005 at 11:10 PM
    • #39

    When the SDK was initially released I seem to recall reading about distributed compiling being supported by Valve's tools. I haven't looked into it or tried setting it up but I believe the functionality is there already (clearly Valve is already using it ).

  • insta
    • October 30, 2005 at 11:35 PM
    • #40

    Yeah, it's called VMPI. Batch compiler has support for it, but the compile program itself isn't available. Valve couldn't release it because of some copyright-issues, so they released part of the sourcecode instead. Someone will have to piece it together, if possible.

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