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Re: WORLD WAR 2

Posted: 15 Aug 2011, 23:21
by chin.democ.
Enthusiasm don't ya just love it!!!! :matrix:

It's alot of fun dropping into the map shooting the enemy as you glide down.

Re: WORLD WAR 2

Posted: 16 Aug 2011, 13:47
by ShadowRunner
Kalman,

fantastic. Is that city the one that Albert Speer designed and there was a large model of the city in Berlin?

That would be great, a Hungarian battle would make a fresh subject from the usual Normandy blah blah...

You know things are going well, when players are arguing if Hengsha or WW2 should be next...

Re: WORLD WAR 2

Posted: 17 Aug 2011, 19:05
by [FGS]Kalman
I tried to make a WW2 weapon in 3ds Max. I can't texture and animate it, but if someone can help me, I can lern it.
It's called Frommer Stop. It's an old hungarian pistol :)
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Original:
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Re: WORLD WAR 2

Posted: 17 Aug 2011, 22:52
by chin.democ.
Very cool dx needs modellers!!!! :matrix:

Re: WORLD WAR 2

Posted: 19 Aug 2011, 14:18
by ShadowRunner
Quick Update:

A U-boat has been added to the WW2 map. It has a LAW in the torpedo room.
A plane has been added, you can fly around, so paratroopers have to be careful now.
Two tanks have been added, these start with soldier NPCs riding them, the tanks can be driven backwards and forwards through the streets around bends and turn at crossroads etc.

There's still some fps drop around the spawns, so I'll give it some thought how to hide each spawn from the other...
I noticed then when Thompson was placed inside a tray-shaped brush, it did not lag at all.
Prolly some kind of experiment with the weps should happen.

Re: WORLD WAR 2

Posted: 19 Aug 2011, 16:42
by Poor
The spawns are much better. You can quickly get your equipment and go. I found the LAW last night and was trying to shoot down the paratroopers with it :matrix: . I also found that smoke + vision in a confined area is an excellent offensive strategy.

Re: WORLD WAR 2

Posted: 19 Aug 2011, 20:26
by chin.democ.
I'd be tempted to further simplify the spawns.

Re: WORLD WAR 2

Posted: 20 Aug 2011, 03:02
by ShadowRunner
Smoke and vision also in Hengsha is very cool, people see u exiting and think you have left the room, but you haven't.

That build is buggy, the plane goes missing and the tanks seem to affect doors when they collide, a door went missing.
Also I can see the clouds are broken and the statue is causing bad fps. I think the zone portal above the houses is broken always.
Players were quite happy though to fight all day in 20 fps though, fps is not an issue it seems per se, I think with some zoning and tidying could raise that to 40.

Re: WORLD WAR 2

Posted: 20 Aug 2011, 08:16
by [FGS]Kalman
I'm trying to make a tank mod for this server, but I've got some problem with the animation.

Re: WORLD WAR 2

Posted: 20 Aug 2011, 19:32
by ShadowRunner
Thanks Kalman.

Landernau, Cathedral_Airborne and Sabotage are basically ready now.

I zoned off Sabotage everywhere, removed offending brushes and the statue and suddenly I get 30-40 minimum in worst places.
The only time it dips below 30 is when parachute is deployed or in view too much, or I look at much Clzymage.
The only exception is when, only once, I looked at 30kmh sign and tank, not sure which, but it happened only once.

Things that are not working on Sabotage = Chinny's Gun and Tank do not fire. Maybe tank needs to be elevator to have fire button with it at all times, I think this will lag bad and be easily bugged by player, but we'll see, hopefully Kalman's mod can develop into something. So final map will be called DXMP_WW2_Sabotage_Zone, current is "zones". If I am right in saying we are making default versions of every map so far anyway. At the moment I think it will continue with custom weps mostly.

There will be probably one more WW2 map from me, before Monday, by which time all HR maps should have been optimised too and have weps, then from Sunday/Monday I can employ mapvote. Don't get too excited, this is still a development server and it's definitely not going to be mirroring anything on other servers, so WW2 and HR and work in progress will take precedence if need be, since THC and Evolved both host fight servers with custom maps.

If mappers continue to make dedicated maps for the server, we can expand from not only hosting WW2, ATDM and HR maps.

Oh and requests plz. What next for WW2. Which battle/location do you want to fight next?

Re: WORLD WAR 2

Posted: 20 Aug 2011, 22:07
by [FGS]Kalman
I try to make it like in the UT2004 or GTA Series. The 3rd person view looks nice.
I don't have idea about the leaving of vehicle. I hope there's something usable script in UT2004's Vehicle class.

Re: WORLD WAR 2

Posted: 21 Aug 2011, 04:55
by ~DJ~
LIKE A BOSS

http://www.youtube.com/watch?v=7FxstdVr6zs
2 years ago
1337

Re: WORLD WAR 2

Posted: 21 Aug 2011, 08:22
by [FGS]Kalman
So it's not impossible.
I need some help. Does anyone know, which mod has got vehicles? There's one on the Markistan server, but whick package contains vehicles?

Re: WORLD WAR 2

Posted: 21 Aug 2011, 10:12
by ~DJ~
That package is protected. It was made by WCCC.

Re: WORLD WAR 2

Posted: 21 Aug 2011, 10:42
by ShadowRunner
~DJ~ wrote:LIKE A BOSS

http://www.youtube.com/watch?v=7FxstdVr6zs
2 years ago
1337
Nice, but how come this isn't released and no-one's played it, well I haven't. They look ok to me. It looks same as RedGreazels, with better models, do they bank when they turn like his chopper I wonder...

I would add this to Area 51 Day After and Abydos, the desert would be perfect for dogfighting, would keep noobs happy for days!