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Thread: [MAP RELEASE] Dingenskirchen - a tribute

  1. #21

    Re: [MAP RELEASE] Dingenskirchen - a tribute

    Quote Originally Posted by wh_te View Post
    We run a very populair server,
    But there is no way I can put that large of a file sized map on it.
    We would probably lose 70% of our players due to this.
    Please consider a lite version +/-20MB less is better.
    Its about time players learn that download enchant their game... most of us have decent download rate and it shouldnt be a prob
    I'm an engineer, lets just asume I'm right...


  2. #22

    Re: [MAP RELEASE] Dingenskirchen - a tribute

    Quote Originally Posted by thunder_13th View Post
    Its about time players learn that download enchant their game... most of us have decent download rate and it shouldnt be a prob
    Not everyone has a fast connection.. Downloads don't necessary enchant the game. Connecting to most pubs just gives you *beep*loads of random UI crap nobody wants.

  3. #23

    Re: [MAP RELEASE] Dingenskirchen - a tribute

    Quote Originally Posted by ETJump-Zero View Post
    Not everyone has a fast connection.. Downloads don't necessary enchant the game. Connecting to most pubs just gives you *beep*loads of random UI crap nobody wants.
    everybody likes to brand their server.. just the way it is
    I'm an engineer, lets just asume I'm right...


  4. #24

    Re: [MAP RELEASE] Dingenskirchen - a tribute

    I have no problem with downloading.
    Yet I have a problem when we lose 70+/- percent of our players.
    It is impossible to add this to a big server and keep it stable with player rate.

  5. #25

    Re: [MAP RELEASE] Dingenskirchen - a tribute

    Quote Originally Posted by thunder_13th View Post
    everybody likes to brand their server.. just the way it is
    I don't. I've never had any custom UIs on any server I've hosted.

  6. #26

    Re: [MAP RELEASE] Dingenskirchen - a tribute

    i have 50mb/s connection and sometimes my download speed while i'm connecting in a server is 35 kb/s, in resume sometimes it not download the files like it should.

  7. #27

    Re: [MAP RELEASE] Dingenskirchen - a tribute

    Quote Originally Posted by zbzero View Post
    i have 50mb/s connection and sometimes my download speed while i'm connecting in a server is 35 kb/s, in resume sometimes it not download the files like it should.
    yea things happens sometimes, a good idea is to disconnect and connect again. Most http downloads are on shared servers hosts and I see that ours also various a lot.
    And also sometimes admin forget to upload things to http and then its downloaded directly from server that again only give 70-80 kbs ...
    I see your points guys.. But I never had problems waiting if I play on a server I like... And I will for sure run this map on our ww2 server when it have waypoints
    I'm an engineer, lets just asume I'm right...


  8. #28
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    Re: [MAP RELEASE] Dingenskirchen - a tribute

    The shadow tga;s
    Called 001, 002, 003 and so on
    About 20?

    If we adjust the size of them, divide by 2

    We make them 4 times smaller
    But quality is onle divided by 2
    1/2

    2x2=4

    1x1=1

    1/4 four times smaller
    1/2 half quality

    can just KeMoN make a new version?
    + I dont wanna download a map on 40mb
    Venice is on 10 i think and it took 2min
    Buhää i missed warmup...
    Frostbite
    Baserace
    And snatch is on 4 to 5mb
    Not to mouch
    So
    Frostbite is 1/4 quality of dingenskirchen
    Venice is 1/2 quality of dingenskirchen
    Dingenskirchen is so big that you can take a cup af tea while you wait...
    And miss the whole map first time....

    My map is on 5mb,
    when i wanted to add a tank,
    just lika prop it grew to 6mb
    So I removed it... Just becouse of this...

    So actully can frostbite and venice be the same quality
    Its the tank thats take space in venice
    So venice is probably also 1/4 quality of dingenskirchen

    However we got several other maps...
    So honestly got KeMoN the server with 20players 24-7?
    No

    Got wh_te the rights and the map file to edit this?
    No

    Why cant KeMoN do as wh_te want?
    Becouse....
    Beco....u...s...eeh...eeh
    Ehh
    Why
    Why...
    Becouse why not!!!?

    Do it KeMoN,
    And your map is famous!

  9. #29

    Re: [MAP RELEASE] Dingenskirchen - a tribute

    oveove, visit these maps with r_lightmap 1.

  10. #30
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    Re: [MAP RELEASE] Dingenskirchen - a tribute

    What?
    What maps?
    Where?
    How?
    When?

  11. #31

    Re: [MAP RELEASE] Dingenskirchen - a tribute

    The
    maps
    you
    listed
    in your
    above

    post

  12. #32

    Re: [MAP RELEASE] Dingenskirchen - a tribute

    jeez.. keep it as good as it is Kemon... let us play some quality!

    ove.. there is a reason I got warmup on etnam server...
    I'm an engineer, lets just asume I'm right...


  13. #33
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    Re: [MAP RELEASE] Dingenskirchen - a tribute

    Sure:/

    You're probably right thunder...

    But cakes are tasty, eat one while you wait... (just joked)

  14. #34

    Re: [MAP RELEASE] Dingenskirchen - a tribute

    Optimize FPS, remove Nazi stuff and reduce pk3 size if possible (without loosing quality?).

    Oh, and guys, the mapsize is actually 50MB, not 70 because the rest in this zip pack are just screenshots.

  15. #35

    Re: [MAP RELEASE] Dingenskirchen - a tribute

    Screenshots look real nice.. good job =)

  16. #36

    Re: [MAP RELEASE] Dingenskirchen - a tribute

    Quote Originally Posted by Sfiguz from WolfFiles Shoutbox
    Good graphic, a bug: when you destroy the axis command post it doesn't disappear
    Tested here too (see a related screenshot on my IMGUR album).

    I would also like to point that the built CP stays silent, dunno if it is done on purpose?

  17. #37

    Re: [MAP RELEASE] Dingenskirchen - a tribute

    Very nice Map. Agree that the Nazi Symbols Symbols Are redundant. Map is a Little too Big in my opinion

  18. #38
    Wolf:MP BackSnip3's Avatar
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    Re: [MAP RELEASE] Dingenskirchen - a tribute

    Here are my thoughts on this map:

    The map overall looks superb, with only a few graphical glicthes.
    I like the first part in town with the tank, but I don't really like the castle part with the multiple objectives. It's too messy in my opinion, especially the huge number of rooms in the castle and the lack of indications on the walls about where the objectives are! I got lost in the castle many times as a result!


    I also suffered from huge FPS drop due to bad optimization, and also noticed the blending/smoothing problems that Matoes has shared about.

    Now for the glitches:


    2014-03-04_00005.jpg
    Snow comes out of pavement everywhere.

    2014-03-04_00002.jpg
    Shadows displayed on snow textures looks weird, they have white surroundings which looks brighter than the snow itself, making it look really weird!

    2014-03-04_00006.jpg
    This shadow seems to be coming from nowhere.

    2014-03-04_00010.jpg
    I can swim underneath the frozen lake from the river next to it, don't know if that's on purpose or not.

    2014-03-04_00011.jpg
    The right wall is lighter than the left one, even though the sun is on the left.
    Quote Originally Posted by tomv8 View Post
    omg u genius ty
    Box is pretty - Margus

  19. #39

    Re: [MAP RELEASE] Dingenskirchen - a tribute

    Quote Originally Posted by BackSnip3 View Post
    2014-03-04_00005.jpg
    Snow comes out of pavement everywhere.

    2014-03-04_00002.jpg
    Shadows displayed on snow textures looks weird, they have white surroundings which looks brighter than the snow itself, making it look really weird!

    2014-03-04_00006.jpg
    This shadow seems to be coming from nowhere.

    2014-03-04_00010.jpg
    I can swim underneath the frozen lake from the river next to it, don't know if that's on purpose or not.

    2014-03-04_00011.jpg
    The right wall is lighter than the left one, even though the sun is on the left.
    1) Noticed too, it's because the related shader has surfaceparm snow.

    2) I suspect LIGHT -bounce over 4 (between 4 or 8), I had the same yellowish lighting on Supply Winter Edition and reddish inside the tunnels with bounce on 8. Lowered to 4 to avoid it, but the shadowing was less precise :/

    3) 4) No comment.

    5) Maybe a smoothing shader would help, but that would increase lighting calculations ^^'

  20. #40

    Re: [MAP RELEASE] Dingenskirchen - a tribute

    Quote Originally Posted by Mateos View Post
    2) I suspect LIGHT -bounce over 4 (between 4 or 8), I had the same yellowish lighting on Supply Winter Edition and reddish inside the tunnels with bounce on 8. Lowered to 4 to avoid it, but the shadowing was less precise :/'
    Seems I was somehow right:
    Quote Originally Posted by Level Designers Reference - Compiling Chapter
    It simulates the diffuse light interaction between surfaces by reflecting light off everything. If you shine a white light on a red wall, for instance, it will reflect red light. The colour reflected is taken from the texture, or the shader's qer_editorimage or q3map_lightimage.
    Source:
    http://magics-territory.com/et/et_in...compiling.html

    Thanks to RR2DO2, Mustang and Pauluzz for the help

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