PS4 is the more dense/detailed of the two. I've not seen either first hand though
Posts by Vaya
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This game is hilarious. Saved some hostages, one got attacked and killed by an eagle instantly.
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Depends if we can all hide behind you. I've played at LE/SMFC rank before. It didn't end well...We play other maps than italy but it seems to have become a bit of a safety blanket.
We're quite consistent on overpass...
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Do you guys have a process for learning new maps? Not won a single operation vanguard game yet...
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I made an arch using hollow and a cylinder once. Hammer was NOT HAPPY.
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what's the exact error you're getting? looks like you can have 65536 total which is a...large amount
this might help
http://forums.solidsurf.info/index.php?topic=3519.0
you might just need to model-ise one crazily complex area to fix this error.
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you can make screenshots better by turning off the hud and viewmodel.
"sv_cheats 1"
"cl_drawhud 0",
"r_drawviewmodel 0"
putting sv_cheats back to 0 readds everything

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Have you tested this idea?
I don't see how it would slow the 'bullets' as they don't exist in the engine. It's more like a Laser line that calculates if the gun would hit the other player.
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http://steamcommunity.com/sharedfiles/fi…s/?id=284546593 new overview: [Blocked Image: http://i.imgur.com/VXsWB2k.png] not changed the Y axis as much as I was planning. turns out it's quite hard to do at this stage

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Turns out it the limitedtm version I got with my card
How can a digital version be limited? that's my question
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Quote from jackophant
I actually stopped playing just cause 2 because I found the cinematics so painful to watch.
I'm glad I got back into it though and finished it, and I will definitely keep my eye on this one!
Maybe multiplayer as standard this time?
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I've got to be honest- while I think the amount of paths and angles is too high - I wouldn't know which ones to remove. It's complex but very intricate with it.
Maybe look at simplifying areas by removing the 'fat'? there is a lot of areas that seem to exist for the sole reason of supporting features that could easily by moved to connect to already existing areas.
For example- the room leading to vents could easily be removed and the vent could be connected directly to the main corridor with a 90o join. That would reduce the angles leading into vent by 2.
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Quote from Jpley
Hey Guys,
Thanks for the feedbacks about Marquis. We will fix all those game breaking bugs asap. Sorry for the inconvenience

Map is awesome looking. Did you see the thread on reddit about the B plant btw?
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External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
Obviously reddit/csgo makes a big deal about this but it's probably an unavoidable part of making such a large complex map.
Is there any reasons you can't top any outdoor areas with clipbrushes at ~300 height from the ground? Does it affect performance?
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Quote from KernalPanicDisplay More
new here, but I'd really like to get a playtest going for a map I'm working on. Tomorrow will work for me if that spot is still open. If I used the time conversion site correctly that means the test will start at 12PM for me in Seattle, USA.
'RZL, I'll PM you the link to the file shared via my OneDrive account. NavMesh and Radar have been packed.
Link to thread:
If tomorrow does not work, I'm open Sunday as well.
Cheers
ten spawns per side please

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Does skybex have a thread for workout? Played the map with my wee team of avid CS_italy players and they all think it's feasible as a alternative if the environmental sounds are turned down in the hostage areas.
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