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Re: Poll: Skyline

Posted: 19 Nov 2010, 22:00
by chin.democ.
I don't know how you make such big maps Shadow, I seem to always get problems with maps over 4.7 Megs or so. Anything from BSP holes to the latest builds not loading in the editor.

Re: Poll: Skyline

Posted: 19 Nov 2010, 22:28
by Darma
ued2 is more stable

Re: Poll: Skyline

Posted: 20 Nov 2010, 01:22
by ShadowRunner
~[FGS]SaSQuATcH~ wrote:you're right, a direct route is useful but the original map will need to suffer a major modification which you might not even want :oops: or perhaps you do?
ok not something solid, but a shuttle ride, tractor beam/ray, a radio mast near the ufo, a gravity-rifle which can only kill in the sky area above ufo and cant shoot through the ufo... or kill people underground in Locke's map...

And ye chinny, I noticed people having probs after 5meg. I use UED1, deus ex sdk the one with the patch (latest)
I think what Nobody says about movers being so close is true.
It could be hardware
More likely luck of the draw on installation sometimes I had install issues.
I think not being stupid helps, if you can not cram like 998 brushes into the south west corner of your map.
I have a hunch the BSP on twinz is simply the tower solid brush unnecessarily overlaps a helipad or something by 16 units.
Stuff like that gave me a lot of error early on, I was like "grid? wha..."

Re: Poll: Skyline

Posted: 20 Nov 2010, 14:03
by Darma
this plague, the rioting
no wait, why do I write that?
I wanted to say: warpzone allow a direct link without major modification
not especially in a stargate and desactivatable like I did.

Re: Poll: Skyline

Posted: 20 Nov 2010, 17:09
by ShadowRunner
Is it possible to see a fraps video of warpzone in action, I am not quite sure how this works...

Re: Poll: Skyline

Posted: 22 Nov 2010, 17:47
by ~][FGS][Nobody~
If you're familiar with DXSG_GODZ_A51+Smuggler_V3, then you know what's up with warp zones.
They interconnect two endpoints.
For instance.. if you have two corridors with dead ends, you can connect them in a way that it looks like they were one corridor.
That technique enables hilarious connections inside the level.

For instance, you make a corridor-like hole into the dead end of the bunker and a second one into a wall in the secret base.
Then you connect both holes with warp zones and in the game you go into the bunker and from there you can look into the secret base and also enter it.

They work perfectly awesome in singleplayer.
However, they are kinda buggy in Multiplayer, eue to movement replication..

Re: Poll: Skyline

Posted: 22 Nov 2010, 20:18
by ShadowRunner
Ah, there's warpzones in Area51Bunker_V2 or V1 then. I remember. Good explanation, thank you, I now speak warpzone.