Page 8 of 9

Posted: 2007-10-21 22:09
by lacrits
Oh yes, more in the line of Mestia!!! Can't wait for .7

By the way.. Those trees must be new huh! ;)

Posted: 2007-10-21 23:50
by Specifications
Bigger maps better ;]. Love it some parts look very very realistic as when the road ends and there is a huge clear space in middle and than forest again love it! keep up the good work.

Posted: 2007-10-22 01:52
by Waaah_Wah
Those are new trees arent they? :D

Posted: 2007-10-22 06:08
by zardez
what with the minimum specs be for PR .7?

Posted: 2007-10-22 08:43
by IronTaxi
sorry maximum specs only...

aka...no idea...same as now? nothing should change too much as far as system specs...

some maps might get better if we swap out the trees for new ones (once they are tweaked and working well)

Posted: 2007-10-22 09:48
by Top_Cat_AxJnAt
Taxi, we all not what it looks like *drools* but i dont think i can make any more comments until i can get down and dirty on this unseasoned canvass in the public beta.

When 64 players can wheel, slide and blow their way round this map...

...so any chance of picture of the map for the map, they are really quite blurry so it is not like it would reveal much, just give some of us a chance to dream up little plans, wetting our appetite for what a real tactical affair that you probably are dying to see explode across that map! :razz:

Posted: 2007-10-22 11:42
by IronTaxi
no prob...is that all you want? ok...

Posted: 2007-10-22 11:45
by IronTaxi
far from perfect but feel free to drool...not by any means the absolute final map...

Image

Posted: 2007-10-22 12:54
by wooly-back-jack
wow, vast!

Posted: 2007-10-22 13:01
by Rhino
what have a told you about minimaps taxi :p

renderer.mincalldistance 2000
staticmeshrender.nolods 1
build final roads
move water 1m down
then generate :p

Posted: 2007-10-22 13:25
by Zrix
nice!

blllaahaha

Posted: 2007-10-22 14:17
by IronTaxi
[R-DEV]Rhino wrote:what have a told you about minimaps taxi :p

renderer.mincalldistance 2000
staticmeshrender.nolods 1
build final roads
move water 1m down
then generate :p
blallahahaha.....

:fryingpan :fryingpan :firing: :firing: :d uh: :d uh: :2gunsfiri :2gunsfiri :crazy: :crazy: :28_behead :28_behead :hissyfit: :hissyfit: :25_flamer :25_flamer :26_suicid :26_suicid :bur2: :bur2:

this is an old map!!!

Posted: 2007-10-22 15:35
by SethLive!
could be the next quai! it looks really good :)

Posted: 2007-10-22 15:36
by Rhino
[R-DEV]IronTaxi wrote:blallahahaha.....

:fryingpan :fryingpan :firing: :firing: :d uh: :d uh: :2gunsfiri :2gunsfiri :crazy: :crazy: :28_behead :28_behead :hissyfit: :hissyfit: :25_flamer :25_flamer :26_suicid :26_suicid :bur2: :bur2:

this is an old map!!!
:D

Posted: 2007-10-22 16:29
by Top_Cat_AxJnAt
[R-DEV]Rhino wrote:what have a told you about minimaps taxi :p

renderer.mincalldistance 2000
staticmeshrender.nolods 1
build final roads
move water 1m down
then generate :p
So how would this actually make the mini map Taxi made look different?


P.s i have located the location of the rail way depot, main militia base (one with quad AA), the concrete bunkers to the North west of it, possibility the main enemy base (British i hope not Russia! ;) , the bridge and the destroyed one. There is deffinately a complex in the centre of the map (slightly north of centre) and another to the North west of that. However the nature of these complexes remains unknown to my self. :D
In total i estimate there to be 6 - 8 flags but that is just from studying the mini map - which is ofcourse quite blurry.

I'v also come up with a few basic ideas of how to capture but with out a doubt, this is going to very different to Mestia and quite different to anything i think we have played so far! Great Going Tax!

Posted: 2007-10-22 16:36
by 77SiCaRiO77
seems asimetrical and unbalanced , i like it :D !

Posted: 2007-10-22 16:37
by Rhino
Top_Cat_AxJnAt wrote:So how would this actually make the mini map Taxi made look different
first command would "call" all objects into the view so even if they are out of there max view distance range, they will still draw upto 2000m if you put that command in, even a very simple sign post, not that you will be able to make it out on the minimap but it dose improve it.

2nd command makes all the objects draw in there highest "LOD", which means they will draw in the same quility if you where right upto them, than far away, again, makes the minimap look alot better, good exsample is the vBF2 mosque on a low lod, the dome will look more like a dimond than a circle :p

next command will make all the roads snap right onto the terrain like they do ingame, in that minimap you will see the roads going though the terrain and then poping out again later on down the road, dont look as nice :p

next command needs to be done as from where the minimap is drawn, the water creeps up abouts 1m, as you will notice some really small ponds on screenshots like the one next to the rail deport, in that minimap look like a much larger pond, if it was 1m down before it would be the same size.

IE, all makes a much nicer and more accurate minimap :D
77SiCaRiO77 wrote:seems asimetrical and unbalanced , i like it :D !
your a nub, asymmetrical dose not mean unbalanced....

Posted: 2007-10-22 17:04
by Petey
soo....will there be apaches on this map?

Posted: 2007-10-22 17:11
by Nickbond592
4 and 2 C2's

Posted: 2007-10-22 17:14
by Top_Cat_AxJnAt
LOL

I hope nothing but 2 Warriors for the British and alot of goodies for the militia as Tax suggested there might be!