Re: dod_jabi
Posted by fishy on
Thu Sep 13th 2007 at 10:27pm
Posted
2007-09-13 10:27pm
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
Introducing dod_jabi (because I couldn't think of a real name), featuring models by the surgeon and flashy[nl]. Set in a nondesript part of where ever, it's a simple 3 flag bridge type effort, with a 2-man cap in the middle (the bridge) and 1-man caps at the ends (the mortar pits).
Unplayed and untested, but I think 8-a-side would be about right.
As aways, there's some odds and ends still needing some attention, but I'll get around to them at some point.
i eat paint
Re: dod_jabi
Posted by fishy on
Sun Sep 16th 2007 at 12:36pm
Posted
2007-09-16 12:36pm
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
cheers omega.
i've not noticed the thing with the foliage drawing in the wrong order, at least not on this map. i've seen it before on some other models, but the ones that i've used here all look fine to me. maybe it's because the vid card i'm stuck with atm is a fx5900, which defaults to dx8.1 on source. or maybe not, as the trees etc have been available from the dod forums for a while, and no-one else (afaik) has mentioned this.
i was hoping that this would carry 8 v's 8, but again, my vid card gives quite a poor indication of map performance, and the only other feedback i've had suggests that it may be unplayable with those numbers. so my main priority atm should be better optimization. maybe even enforce a maximum z drawing distance coupled with some fog and some aggresive model fade distances, much like dod_drizz, but it would need to be pretty succesful before i add any more world geometry for the snipers to hide behind.
some ladders up to the bridge has been on my mind, as it would give an option to use the cover of the gully to reach the middle flag. they don't fit the original idea for gameflow (a modified yin/yang design) but it won't take much to convince me to add them.
the mortars could be a bit of fun, and i believe there's a tut somewhere explaining how to set them up to shoot at an invisible train. i'll have a look.
thanks again for checking this out.
i eat paint