Posts by jackophant
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Mid still feels way too long and the encounter is really awkward (It's all fought sideways and up and down a hill). T's ideally need to use the "safe" B>mid connector to use mid, nullifying the main entrance to mid for Ts.
B itself still feels too flanky around the room off mid. Trying to defend the site there are so many opportunities for CTs to move around. And CTs can easily retake from all B entrances. I think it's fair to expect the main T entrance to be the safest exit, but CTs can appear there very quickly.
A seemed OK, but it heavily relies on boosting or taking mid. Mid is hard because CTs have 2 routes that funnel directly to it and the only way around that is to boost. Boosting is a great feature if you have the coordination to utilise it, but it shouldn't rely on it as a method. Especially that casual can't boost and there would be even more CTs to defend each route. Perhaps a way around this would be to make the wall self boostable for Ts, but CTs have to boost with a person.
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So... are we going to see all Active Duty maps recompiled with the new lighting technology?
Comparing Dust2 to the new Nuke is crazy, you'd be forgiven for thinking they were from different games!
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Feels like the start of Bioshock after the plane crash.
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Quote from Sprony
I just submitted my review. It's more of the same but that all doesn't mean shit when I drive my mammoth into a camp, cracking skulls with my club and having my owl drop prehistoric bombs on these fire worshipping savages.
You must have pretty long arms to club people in the head from the back of a mammoth
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Quote from will2k
Screenshot from the latest beta build of last week
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I spy a G-Man access point on that well lit, inaccessible balcony up top

Also, maybe one of the teams could be dropped off by one of the typical VTOLs (V-22 Osprey) or just have them flying by like the guardian mission.
Sorry, every time I see your map I just start fanboying
Hurry up and release something! 
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Quote from lynx
yeah, but i figured out that it had lots of fundamental mistakes, i ran into a lot of problems. But i definitely learned a lot.
If you don't learn to fix those fundamental problems, what's stopping you from making them again?
Right now you think you won't make the same mistake, but if you fix it we will know you have learnt from it.
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Quote from sevin
light_directional is like the twin of env_cascade_lighting, the entity that controls the cascade shadow mapping (super accurate real time shadows). The light_environment is what casts the light and sets angles and the other two are what control the shadow maps.
Saying that, I don't actually think they're necessary to have because the shadow maps get generated without either of the entities.
Good to know, thanks

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Removing light_directional fixed my shadow issue, thanks @K!
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Also seems a little early days to drop this map? I'm sure there's a lot more you can learn from this before moving on to a new project.
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Got some tweaking to do, but this is looking to be the basis for the next build:
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I know it still looks like shit, but happy 3rd birthday Stupa :hurg2:
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Quote from K
I had the same problem here.I fixed it, by removing the light_directional,...try to do it, if you have one.
This is sad. :sad:
Ah, yeah I'll give that a shot.
I have to put my hands up and say I don't actually understand what the light_directional is meant to do. It seems to fulfil similar/same role as light_environment.
I only have it due to taking lighting from another map and didn't take the time to understand what it does. Documentation on it is pretty barren as well.
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This problem was solved by removing the light_environment and adding a new light_environment with the exact same settings. Looks like the entity was somehow corrupted. Funky stuff.
Can confirm this does not work (for me). Still have solid dark shadows with occasional blue bits on props and when viewing shadows at a very shallow angle from large distance.
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I would guess screenshots (maybe even webm/gif animations) of the final product as well as a detailed explanation of the project indicating what you were responsible for.
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Quote from MaanMan
yes, I know its been 1 year and I'm still using dev textures
1 year and using dev textures? HA!
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QuoteThis is no record to be proud of :cry:
EDIT: Happy 3rd Birthday Stupa

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Quote from Wrakk
Either way, if they do prove to be an issue while playing, I'll remove them. Thanks again!
No worries!
Also, just out of interest, did you make mid any shorter or is it the same length as before?
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Quote from laminutederire
- First of all I reinstalled it twice. Secondly, it only happens after I move my laptop in my bag, and if I don't move it it doesn't happen. Googling it I found a lot of people with issues with their HDD especially for HP laptops like mine. I'll have a professional check it thoroughly it will be simpler in my opinion, he can test the hardware more easily, after doing so if all the hardware is good, I'll reinstall windows with an upgrade to pro edition. That should leave no place for any error anywhere

- 10 years sounds good
I'll have to block the automatic windows Defrag utility with an SSD to maximize its life length, right?
Fair enough, yeah get it checked to be sure. However, I doubt upgrading to Pro would solve anything.
Window's automatic maintenance won't run defrag on your SSD for Windows 8+, and I'm seeing mixed results for Windows 7.
- First of all I reinstalled it twice. Secondly, it only happens after I move my laptop in my bag, and if I don't move it it doesn't happen. Googling it I found a lot of people with issues with their HDD especially for HP laptops like mine. I'll have a professional check it thoroughly it will be simpler in my opinion, he can test the hardware more easily, after doing so if all the hardware is good, I'll reinstall windows with an upgrade to pro edition. That should leave no place for any error anywhere