DXMP_StrangeDocks

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[FGS]Kalman
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Re: DXMP_StrangeDocks

Post by [FGS]Kalman »

I want to soft delete this post, but I can't do it
*They deleted the video i posted some mins ago
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ShadowRunner
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Re: DXMP_StrangeDocks

Post by ShadowRunner »

Am unable to play DX (maybe faulty S-ATA and no cd fix not working atm), so I played in animated mode in SDK instead.
I'm guessing you've edited it since Chinny's comments, because although parts are dimly lit, I found no actual shadow areas at all except the water, which I liked. On Amtrak shadowcampers are easily dealt with with bio rifle or even light from energy balls, but I think it is fair on the docks, if players can hide in the water. I like the darkness but maybe it's too dark for some. I liked the sounds and use of actors to create ambient sounds in areas. Wondering if it's up yet and what feedback has been had back.
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[FGS]Kalman
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Re: DXMP_StrangeDocks

Post by [FGS]Kalman »

It's not on the server yet, I make the gallery first :)
It's brighter ingame, if you brightness level is not 0 and you don't use software render
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Re: DXMP_StrangeDocks

Post by [FGS]Kalman »

I've taken some new sshots:
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Remade the crane, it's more detailed now
Added some windows too, because they look nice
Added roofing to the pier and moved the spawnpoint a bit closer to the warehouse
Added some medbots
Average FPS is about 50-45 at me, I think it's good
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chin.democ.
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Re: DXMP_StrangeDocks

Post by chin.democ. »

So much more atmosphere as a night time version, looking good.
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Re: DXMP_StrangeDocks

Post by [FGS]Chees »

Agree with chin there the dark and weapon boards are a must as it's THE Deus Ex theme no questions asked. If toned down on light actors just a touch this will be spot on for day version aswell as night. The crane is a massive improvement to the map, also the windows bring sense of place and meaning to the docks main outa area. I'm looking forward to the Beta version of this map Kalman...bring it on bro :D
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Re: DXMP_StrangeDocks

Post by [FGS]Kalman »

Ok, I'll place the weapon boards today, chinny wrote earlier I have to fix the crane, sadly I don't know how can I do it :/
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Re: DXMP_StrangeDocks

Post by chin.democ. »

No problem Kalman I can take a look for you, I'm thinking it might be a sneaky BSP hole that partially covers the crane entrance, perhaps due to the complex brushes of the crane.
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Re: DXMP_StrangeDocks

Post by chin.democ. »

Hi Kalman, thanks for sending me the map. The reason you cannot get into the crane without crouching is because there is indeed a BSP hole that partially covers the entrance, this BSP hole is caused by the extremely complex crane mover.

I was wandering do you still have the crane as separate brushes, if so you could scale down the complexity of it and then rebuild it as a slightly simpler mover. I noticed the mover has a slight BSP hole where the crane arm connects to the main body this might be worth looking at, perhaps remake the arm again?
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Re: DXMP_StrangeDocks

Post by [FGS]Kalman »

Yes, I have
I sent you the brushes in PM, can you check the brush?
Maybe the BSP hole disappears, if I convert the solid brushes into semi-solid and intersect the brush again, but I'm not sure
Thanks for the help
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Re: DXMP_StrangeDocks

Post by ShadowRunner »

Some really sexy details I notice... looking forwards to playing it.
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Re: DXMP_StrangeDocks

Post by [FGS]Kalman »

Chinny and me are trying to fix the crane, still buggy, but hopefully we can fix it soon
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Re: DXMP_StrangeDocks

Post by [FGS]Chees »

Played this first time tonight/5AM me an chin noticed a big BSP (Picture attached) other than that Kalman I have to say nice work bro It's a great map cant wait to play it again :smt023
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Re: DXMP_StrangeDocks

Post by [FGS]Kalman »

Yay, is that on the roof?
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Re: DXMP_StrangeDocks

Post by chin.democ. »

Yeah, also the TNT on the roof hatch is pure evil!
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