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Depth complexity in Blast Bark
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}TCP{Snowbird
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Joined: 22 Nov 2005
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PostPosted: Thu Feb 28, 2008 6:27 am    Post subject: Reply with quote

OMG?!?!?!?!

The node setup must be missing. Sad Sorry guys. I will look again.

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}TCP{Coco
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PostPosted: Thu Feb 28, 2008 10:23 am    Post subject: Reply with quote

Hi!

Hehe, that's what I thought, too. But as you can see from the FPS in my screenshot, the map performance seems to have improved indeed!

Coco.
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THC_54j0
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Joined: 24 Mar 2007
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PostPosted: Thu Feb 28, 2008 10:48 am    Post subject: Reply with quote

lol.. every player shuld have only 1 vote. Even if u wanna swich maps before the end of round, the vote menu appears only if enough ppl vote (the number of votes of an individual player isnt considered at all).

And gj on blastbark, one of my favourite maps Smile

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}TCP{Snowbird
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Joined: 22 Nov 2005
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PostPosted: Thu Feb 28, 2008 6:40 pm    Post subject: Reply with quote

??? I just tried to post something, and it did not post?!?!

I looked at the map, and it is messed up. I moved some things without knowing it. I am now working on it again, and I will have it out by tonight. Sorry folks for the messed up version. Sad

Sajo, You need a 51% vote to change a map, ,but you should still be able to see the maps in the map vote section. Smile

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}TCP{Snowbird
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PostPosted: Thu Feb 28, 2008 9:07 pm    Post subject: Reply with quote

OK, I lied. I have been messing with it for a few hours. For some reason, when I replace one of the bridges with a normall brush, it creates an invisable brush across the whole map the width of the brush. I am going to still work on it, I just wanted you all to know that there is a slight problem, and it will take a few more.... hours? days? I do not know yet. But it is coming. Smile
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}TCP{Carnage
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Joined: 19 Dec 2002
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PostPosted: Thu Feb 28, 2008 11:23 pm    Post subject: Reply with quote

Rock On
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Kobra
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Joined: 05 Sep 2004
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PostPosted: Thu Feb 28, 2008 11:49 pm    Post subject: Reply with quote

oh.. can i have the dl link? i would like to see it, maybe i can help ^^
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}TCP{Snowbird
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Joined: 22 Nov 2005
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PostPosted: Fri Feb 29, 2008 7:45 am    Post subject: Reply with quote

I was hopeing you would offer. I do need your help. I am on my Laptop right now, and I do not have it here. I will repost in about an hour and send it here.
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Charly
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Joined: 24 May 2007
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PostPosted: Fri Feb 29, 2008 11:02 am    Post subject: Reply with quote

Hi,
i extract the map from my cache:
http://rapidshare.com/files/95839042/ONS-BlastbarkFrankFix.rar.html
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Kobra
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PostPosted: Fri Feb 29, 2008 3:53 pm    Post subject: Reply with quote

ah thx charly, i was about to use coco's extractor ^^
at first place im just curious how far you could push the fps up...alright lets check.
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}TCP{Snowbird
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Joined: 22 Nov 2005
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PostPosted: Fri Feb 29, 2008 4:13 pm    Post subject: Reply with quote

The bridge is giveing me trouble. Because it was made in another program, you do not see all of the mesh. There are extensions left and right of the bridge. They are invisible, and when I convert it into a normal brush, it converts the invisble part also. So, I will not go in this direction, but I will use blocking volumes instead.

Kobby, if you want to know what I mean, try driveing up one of the sides to the nodes in the middle/top. You will be hit with a wall.

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Charly
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PostPosted: Fri Feb 29, 2008 7:14 pm    Post subject: Reply with quote

Kobra wrote:
ah thx charly, i was about to use coco's extractor ^^
at first place im just curious how far you could push the fps up...alright lets check.

Oh yes, i use his extractor for doing this, works really nice Very Happy
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}TCP{Snowbird
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PostPosted: Fri Feb 29, 2008 9:32 pm    Post subject: Reply with quote

I am starting new on BlastBark. I am going to add blocking volumes. I have also noticed the amount of flying nodes. There are tons of them in a path. This is a no-no. Too many hurt a map. I will also take these out and start a new flying paths... path. Smile

I am going to take my time this time, because, rushing only leads to mistakes.

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Kobra
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PostPosted: Fri Feb 29, 2008 11:24 pm    Post subject: Reply with quote

}TCP{Snowbird wrote:
I am starting new on BlastBark. I am going to add blocking volumes. I have also noticed the amount of flying nodes. There are tons of them in a path. This is a no-no. Too many hurt a map. I will also take these out and start a new flying paths... path. Smile

I am going to take my time this time, because, rushing only leads to mistakes.


ok but don't convert the bridge in a brush this time, such complex brushes just mess up the map m8 ^^
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}TCP{Snowbird
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Joined: 22 Nov 2005
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PostPosted: Sat Mar 01, 2008 9:11 am    Post subject: Reply with quote

Well, the version that you had, the one without the cores and nodes, I guess it worked good. But you are right. I will leave the static meshes the way they are. Both bridges are done, I will add the other 3 volumes on the other meshes on the ground today. I should have this out today or tomorrow.
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