Re: dm_pipeload_beta
Posted by haymaker on
Thu Apr 10th 2008 at 3:05am
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( edited for relevance )
Don't forget to jump as you fire your ggun at the pads! Again, I do not know where this map came from; it's a Uwe Boll storyline with a dash of various map chunks.
Re: dm_pipeload_beta
Posted by RedWood on
Thu Apr 10th 2008 at 4:10pm
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I'm loving those screens. I'll have a run around soon.
Reality has become a commodity.
Re: dm_pipeload_beta
Posted by haymaker on
Thu Apr 10th 2008 at 11:11pm
Posted
2008-04-10 11:11pm
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<div class="abouttext">Message submitted 15 minutes after original post:</b></div>
Hey thanks Reaper.
yeah the pipecap model I forgot about the fade thing, I meant to fix that. I tried using a combineball model instead, looks way cooler but eats up 10 fps in the ditch compared to the pipes. Too bad there's no model of those xen-pads from BM!
I agree, someone ignorant of their function would likely keep going by. That inside pad, I was trying a way to get into the green room without a ladder, but it's a bit clumsy. The one on the "bridge" I've found is useful as a brake from fall damage and as a way up to the sides ( Ggun secondary seems a lil easier to control ). I wonder if a couple more on either side of the vertical pipething would help gameplay. That's the most important thing to consider atm, is placement of those things...
As for construction LOL I should post a screen of just the hint brushes, omg. I'm actually really surprised i get any fps out of this at all.
Oh ya, you didnt mention if you tried the taps...I wanted to know if they were too obscure an idea. I guess so, if you didnt think of it.
Re: dm_pipeload_beta
Posted by Juim on
Fri Apr 11th 2008 at 2:39am
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Nice stuff here Hay. I really feel like trying harder after looking at yours and reapers work. This one is no exception, even considering its early stage of development. Super layout, good z-axis play, top notch all around. Some questions though...
1. Those big red-ish pipes overhead, are they brush based?
2. Also, one of those pipes drops down into what looks like a stainless steel tank. Is that a model?, 'cause I sure would love to have that texture! :rolleyes: .
3. The health spicket rocks, can you post a tut please?
4. The Nuclear reactor in the skybox is a displacement right?
Now one of the only visual problems I have with the map are the spiral stairways. The pipe models you are using as the center post just don't do them justice. They seem out of place. Perhaps a nice brush cylinder of some sort, with a diffferent texture?. I'm sure if you func_detail it , it would'nt hurt performance much.
Also, I agree with Reap about the jump pads.
Super map so far!
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_pipeload_beta
Posted by Juim on
Sat Apr 12th 2008 at 11:04pm
Posted
2008-04-12 11:04pm
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I agree, concrete seems to be a better more realistic choice, unless the stairs are meta, which I think they were, and in that case a metal texture, but one without all the rivet action on it. More of a solid rusty type.
Also I too prefer the locally placed ambient generics. Aaron, did you not here the dripping water all over striker?, or the steam venting at two different pitches?, or the wind sounds outside?. There were actually several ambient generics throughout the map. I have to agree with Hay, your system specs might be keeping you from hearing the good stuff.
Re: dm_pipeload_beta
Posted by Juim on
Sun Apr 13th 2008 at 11:06am
Posted
2008-04-13 11:06am
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Yes Reap,I had that problem as well with reguard to ambient_generics, and I found out that Linux based servers require the whole path to be used in the sound name box in it's properties.Like:
ambient/explosions/explode7.wav
In hammer when you use the sound browser in the ambients properties, simply selecting a sound gets you a kind of short cut that only windows based servers seem to be able to use.
I find ambients can be quite effective and simpler to use than a soundscape. More localized and directional.
Re: dm_pipeload_beta
Posted by haymaker on
Sun Apr 13th 2008 at 5:11pm
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<div class="abouttext">Message submitted 24 minutes after original post:</b></div>
Wow I had no inking of such a thing, thanks guys! That engine in the ship had two pairs of 6 amb_generics in a similar cfg to Aaron's machine, trying to hide the charger sound. Plus there was a triggered sound in the hull heard everywhere. I'll feel stupid if those were never heard.
I have to say though that I've never experienced this. I've joined random servers running both balcony and striker and they all seem functional...plus my server is linux, all maps seem to work fine there...
On the topic of sound, I would LOVE it if there was a sound preview in Hammer. It seems rather simple to me to include some of the sound engine and just call on it, it's not like they're prerendered like in the lighting preview. It's not a huge deal to do a bsp-only compile and check out your pitch-shifting and whatnot ( even though I've found vvis will alter spatialization somewhat ), but it would be way cooler inside of Hammer.
Another thought I had was in regards to performance load. I really don't think you can take the sound engine for granted. Is there a special showbudget for that?
Let's say you have 10 amb_generics and 4 soundscapes calling 1 sound each. That's 14 static channels, say there is an effect on 2 of them. Now add 6 players with 4 dynamic sounds each ( walk, run, fall, die ). That's 38 plus fx. Now add in weapon and physics sounds, which are dynamic but still could add up to 8 or more sounds at any time. Factor in advanced players who can double the average data pace of a game, that is a fair amount of sampling to be done, say 46 active channels at peak. Cubase can handle that with barely a flicker, but it's not running a game engine too.
Anyway sorry for the long-winded post, should probably be in a different thread!
Juim OT question, if you read this, how did you get your rocket to spawn in the water in Hiatus? I'm having difficulty with a battery and a puddle.
Re: dm_pipeload_beta
Posted by Juim on
Sun Apr 13th 2008 at 5:59pm
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Well to be quite honest, I don't know really. I do know that weapon placement was done after the water had been put in place, and I made sure that the weapon was about 4 units off the ground there as well.. You're not the only one to ask me that either. Also, in answer to your earlier question, I instinctively use all items which seem usable when looking around a new map. The spicket seemed so prominently placed, I just tried it, and of course, was pleasantly suprised. I also really liked that other thing....(cough!) :razz: .Very cool effect there. A bit anti-climactic, but amusing to be sure.