Fantastic game:D
Posts by Zacker
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Quote from kleinluka
It's not so much about what an engine can handle. It's more about what the computer can handle that is supposed to run it. A 1024x1024 texture takes up 3 MB of memory.
Does a 1024^2 texture always take up 3 MB of memory? What about stuff like compressionlevel(Dx3,5, etc.)? Is 3MB just the average or what?
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Quote from Minotauro
Yeah its large but if you use only a few textures like that it won't lag I think (HL2)
All decent engines can handle 1024^2, most also above this. Think of the gman you see when you boot up the HL2SP campaign, he got a 2048^2 skin.
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Very special and photo-alike.
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Say that again when we release beta 1 please:D
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Looks pretty much just like some disp maps with props on them. The result is not bad at all though:)
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So it's not just human to double post, even robots does it:D
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Quote from kleinluka
Why is the HUD affected by infrared view?
Yep, it's a bug, it is not supposed to be like that. Afaik remember our coders had some problems because it is done with some kind of post effect shader effect and therefore also affects the hud.
QuoteOh, and from a webdesigners/users point of view, either remove links to empty media sections, or add a little content counter behind the link. Clicking empty stuff is a waste of time and no fun.
Good idea indeed! Forwarded to webmaster:)
QuoteThat IR shot looks embossed and, well, modified. Is it an actual in-game shot or...?
Quoteim guessing it's not in game, he just photoshopped it
Everything on those shots is 100% ingame:)
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Quote from ShaDoW
Not sure what you are on about.I saw all these screenshots months ago on the old site.
That was damn! The newspost was on the site for half a minute or so until we realized that our internal cms system did not yet support images as urls. We then pulled it back until the webmasters had fixed the issue. But yes our news are usually pretty much behind the actual development:D
Quoteneed more custom art to look attractive.
Indeed we do! Our lack of texture artists causes our mod to look like CSS, which is exactly what I would like to avoid...
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Is it ok that I post SoW news here? Or should it be in the general forum instead or our threads in the classifieds forum?
Let me first apologize for the lack of news the last month. This newspost was actually finished several weeks ago, but has not hit the frontpage because of images not working as urls.
Our webmasters have now fixed this, so the media stream can continue. As you can see we got both ingame SoW2 media and a brand new site for you this time:)
SoW2 ingame media
We are close to the release of the first public beta of Sands of War 2. During the development we have taken screenshots as features have been implented, but until now we have not released any to the public. Now that we are close to release, we think that its appropiate to begin the media releases:)
When being blinded by a flashbang the vision of what you saw last will be burned on your sight for a few seconds. The second pic shows a smokecloud from the smokegrenade which the tech and blackops classes will have.
[Blocked Image: http://sandsofwar.net/screenshots/thumb/7397_1121345103.jpg] [Blocked Image: http://sandsofwar.net/screenshots/thumb/8314_1118702332.jpg]
Here is an early implentation of the night vision. It don't look too good here, but the effect has been much improved since then. The next picture shows the infrared which is a little newer.
[Blocked Image: http://sandsofwar.net/screenshots/thumb/5265_1116844877.jpg] [Blocked Image: http://sandsofwar.net/screenshots/thumb/2909_1119565109.jpg]
Here comes two shots of the RTS part with buildings using placement models. This feature will be introduced in some of the later versions of SoW2 and will of course have some more appropiate models by then.
[Blocked Image: http://sandsofwar.net/screenshots/thumb/7901_1118702331.jpg] [Blocked Image: http://sandsofwar.net/screenshots/thumb/7280_1118702332.jpg]
In the first shot you saw a base consisting of a powerplant, an armory and a turret. In this pic you can see the armory being used and thereby giving the player more ammo.
All this media can now also be found in the screenshots section.
SoW 1.6 progress
Sands of war 1.6 is coming, but development is not going as fast as on SoW2. Today we just released release candidate 6 to our beta testers. Most things such as maps, weapons and such are all done and locked down. For this release our great coders also fixed the last coding bugs we knew of, so this area should also be done.
What is left is only some animation issues with the models. None of these problems should take long to fix though. When we get rid of those last issues, then we are ready to present the last version of SoW1:)
Brand New site!
After long work we finally got ourself a new site layout! As you can see it's a totally different layout with alot of new scripts.
It's also fully intergrated to the forum. This just means that we can now update the site even more with better information for everybody!
The download script is also changed. It does now show more information then it did before and for us it is much easier to remove, edit and add new downloads.
So go check it out now! http://%7boption%7d
Note: Since we just launched this site it is likely to contain some errors. We would always like to hear from you if you got any comments regarding the site. On the forum we got a section for reporting site errors and such.
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Quote from Minotauro
Uhm? Does dead persons usually post on forums?
I posted as if I was a friend of the family and mino had told me his password

Ahh makes more sense then:)
And ohh btw. No mapcorians ever called me either:) Cell phone number is on my site though.
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Quote from Minotauro
I had posted in the brazilian mapping community that I was dead
Uhm? Does dead persons usually post on forums?
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I also _really_ hate the trend with making everything shiny and plastic-alike. I do however not believe in that it has to look like that just becuase you add a normal map, it's more the fault of the spec map imo.
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In Copenhagen yeah:D
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No updates on mazy.net the last week - something is clearly all wrong!
My guess is either the combine or crunch time.
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Seems like that you have had some of the same problems as me:) Dunno why you have to apply an UWV Map modifier in Gmax as it works fine without it in 3dsmax.
I would also very much like to hear how I get my gmax model into something I can place in my Source map. Currently my gmax can only export to some wierd format called Plasma:/
I have tried asking in Cannonfooders forum and got this sad response:
http://www.chaosincarnate.net/bbs/viewtopic.php?t=150
And btw. can 3dsmax open gmax files?
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Cool thread, but most of the games sound to be a little before the games I have played.
7: Sounds like some kind of Transport Tycoon
18: Diablo - Tristram, thats for sure
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Yeah judging from the forum talk it is dead.