Official CozmoRPGv2 feedback,suggestions & Discussion thread

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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by ~[FGS]SaSQuATcH~ »

told u dawg, theyre just as bad as us, cept they got them damn badges
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by [FGS]Kalman »

If the map is too blurry, can we make a new inventory item? Which brings the map in a window, when you use it.
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by shinobi87 »

^ I like that idea.
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by shinobi87 »

Issues with police training.

Went out to rescue damsel in distress, there was one thug only. I completed mission, died, went back to do it again and soon as i clicked cop in truck he said id passed.
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by ShadowRunner »

Kalman, u want to try that?

@ Poor, the cop may have been trying to arrest a cloaker that was shadowing you.

@Shinobz, Ye you passed, completed mission, so they won't test you twice.
[CONTENT REMOVED] - C
How does this MP texture package work? Also Actor Lag, is supposed to be addressed in future versions of mini-MTL, apparently it will be possible to reduce refresh query rate down from 100 per second to 1 per second, as in UT multiplayer.

Well Chinny passed me the map last night as I have Cozmo fever. Spent a whole night watching it crash, then remembered "Map Persepective> off" and it's just rebuilt fine. The points are going down now. I estimated I added 30 brushes and removed about 10, but editor says I added about 100. Also points are going down not up, it went from 95,000 to 88,000. But as long as it rebuilds and fps is good, I don't really care what it says tbh.

@ Chris
told u dawg, theyre just as bad as us, cept they got them damn badges
We can talk about this. If you would like to come along to the station some time, one of our officers will show you around.
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by [FGS]Kalman »

I'm trying to make a simple deco item, still wip, and a bit ugly :D (sorry for the low res):
http://www.xfire.com/video/4aed1b/
(I know, someone will make some comment like "It's ugly", but it's my first try to make a working window in Deus Ex)
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by shinobi87 »

I'm not gonna share MP textures as DaveW over at NV is going to release an MP version with the full release of NV.

You need a new renderer, available from http://www.kentie.net I personally advise getting v24 older version as v25 and on cause me troubles, but your mileage may vary. The new renderer has ability to call alternate textures (stored as .dds files) from within your DX textures folder, and external normal maps (thus enabling bump-mapping in Deus Ex!). Read kentie.net D3d10 renderer pages for full info, I'm not totally familiar with how it works.

Acotr lag IS being worked on, spoke to Deja earlier, but he's not working much atm. I now have miniMTL225 on my server which adds ability for clients to turn off certain effects, and server does not create the effects now, client does, causing less workload for server. NOTE that from my understanding (which may be very wrong but I don't think so) turning these effects off client-side only increases client fps performance and not server performance.

I've just used a program to auto-set deusex.exe to use only one CPU core, and so far have noticed a substantial increase in server performance. Again, YMMV!

Shadow, I (YET AGAIN) advise you to get Nephthys client for DX. It will NOT *love* up your mapping or even touch your editor or anything. And it's totally uninstallable. Its main feature is that when you join a server running nephthys server (and set up properly) you will not download anything from server itself to join, the Nephthys client connects to external files hosted elsewhere, set up by server admin. The downloads are the speed of normal http transfers like me sending you a download link manually. Nephthys downloads the file, extracts it and adds it to your dx cache folder just like normal.

Loving this map. Funny as *love* playing "warmer/colder" with people searching for me hiding in page industries pmsl...

EDIT: Forgot to mention, whether you have new textures or not, you can join either way. It's totally independent of the utx files! If there's a texture there with same name, it loads it, if not, it carries on as normal :)
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by ShadowRunner »

He's already actually cracked actor lag, I've played on server running 1 per sec refresh rate on all non-essential actors.
The problem was getting it to work for all servers but it sounded like just a matter of time.

The Nepthys thing is great, it would be great if every player could download elsewhere, even first time users...
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by shinobi87 »

AFAIK web download is built into UT99, asis web admin. Poor DX got the bargain basement implementation of unreal I think!

If miniMTL225 changes update rate then my server also has that now.
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by ShadowRunner »

For all his sins, I'm glad that Deja has the foresight to not withhold such an advance from the custom community.
Didn't know that about UT, I play is it UT3 online sometimes. I appreciate UT for the textures and cool sci fi bases, which help in my DX mapping.

Just spoke to Cozzie now on msn, he's saying that he's finishing the custom missions pack, but then some will need making, but sounds like it's possible it will come around the same time as the new finished map.

From then on, the Cozmopolis team can recruit a modder/s to take over for the new missions/content. Cozmo has said it is basically in FGS hands now.

To me this is exciting news, everything looks set up to make Cozmopolis interesting for a very long time.

Would love to see a Wild West RPG server, a space one, a skool one and the V1 and V2 also, and as many players to fill them!

Alien takeover followers, join the Grays and raid your local asteroid miners...
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by shinobi87 »

alien takeover never got released did it?? DXMP:HR moddb pages says it came out but can't find it anywhere.

Away from pc for a week now, and just got offered a job so will be visiting sporadically over the next few months
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by ShadowRunner »

Congrats!

A.T. hmm, he's working on a new outdoor map for it, I played an unfinished version, the terrain was fantastic.
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by ~][FGS][Nobody~ »

ShadowRunner wrote:From then on, the Cozmopolis team can recruit a modder/s to take over for the new missions/content. Cozmo has said it is basically in FGS hands now.
Hmm.. just COZMO himself is not in FGS hands yet.
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by ShadowRunner »

Been trying with that for years. He didn't want to disband [XII] as a clan, so therefore chose to remain outside of FGS.

Our coder defection programme was only partially successful :D
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by ~][FGS][Nobody~ »

I think we need to start an assimilation programm for talented people.

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