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Everything posted by jackophant
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I'll see what I can throw together You'll literally need everything won't you? Windows installation and hard drives too? Monitor / Keyboard / Mouse? Any size preference?
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Sorry for late reply! When the monitors go to sleep, is the computer on? I would have suggested maybe it being the monitor, but if both are doing it perhaps it's the graphics card? To rule out the monitor/gpu situation, you can plug a monitor directly into your motherboard display output and see if the same occurs. Yeah good starting point, it really depends on if you are more game orientated than compiling? For instance a CPU like the i5 4690K will be fantastic for games and will churn through your compiles/renders compared to your "slavtop", but as an i7 is out of your budget you might want the extra cores from a cheaper AMD cpu which isn't anywhere near as good for gaming, especially on a CPU biased game CSGO.
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I only associate this now with rubbish "reality" English TV (The Only Way is Essex - TOWIE)
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TL;DR: Map too complex
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Premature post? Having no replies can be a little disheartening, but you've not given us anything to reply to and the only screenshot is a small pitch black overview. Get some more done and get back to us! Good luck
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Honestly can't and don't want to say much about a sketch. I'd like to reserve judgement and feedback until the greybox is live!
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I realise you say mass market, but the mass market hopefully won't spend that much! That's if this ever gets to mass market and isn't another passing trend like 3D. They'd hopefully be spending a lot less, as that sum is more than what most people's computers are worth. Personally I'm very skeptical about it... Not yet seen anything that's caught my interest.
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Early adopters always pay a premium. As time goes on it will improve.
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Or just have a hostage you can repetitively pick up and drop with no monetary reward or time extension as often as you need to safely check areas or clear the road ahead. You can drop the bomb, but not everyone wants to be hampered with holding a hostage which will make them run slower. Would be ok in an environment with good communication, but next level trolling in casual.
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Just watched episode 9...
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Well... it's Ubisoft. This is pretty competitive compared to FC, AC and just about any other title they've ever made
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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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No worries! inb4 NSFW edition
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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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You must have pretty long arms to club people in the head from the back of a mammoth
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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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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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[csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)
jackophant replied to a topic in Level Design
Good to know, thanks -
[csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)
jackophant replied to a topic in Level Design
Removing light_directional fixed my shadow issue, thanks @K! -
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: I know it still looks like shit, but happy 3rd birthday Stupa
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[csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)
jackophant replied to a topic in Level Design
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. -
[csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)
jackophant replied to a topic in Level Design
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.
