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Posted: 2007-04-29 03:29
by Snake_doctor
yer just lagg test got ad lot roads yet and stuff but so far so good evry one has sed no lagg wish cood spell so u understand but may be see on voip and can talk beter lol

Posted: 2007-04-29 03:31
by *2Recon*
edit

Posted: 2007-04-29 03:38
by Cerberus
Looks great!

Posted: 2007-04-29 03:42
by danthemanbuddy
We tested and found out that soldier draw distance was around 150 and less unscoped. 270 was the highest for a technical to be drawn.

Very beautiful map, fun, really will be good with AAS at long distance engagements.

Setting up rally's and attacking that mec2 base is epic. So is defending.
Snipers can really bog down certain areas of attack.

This needs to be in v.6 for sure DL it

Posted: 2007-04-29 03:44
by Expendable Grunt
I'm going to have to play it more when I solve my artifacting issue -- I got the BSOD.

Good map, even for an unfinished one. Can't wait to see it finished.

My only complaint thus far is that we need to see things from further away -- so many nice tall buildings and we can't see from them :(

Posted: 2007-04-29 03:48
by Dylan
Just from what I make out in the screenshots, it looks a bit flat. Try working a bit on the terrain. Fog and sky settings are good, the blend nicely.

Posted: 2007-04-29 04:22
by Snake_doctor
'[R-DEV wrote:eggman']I notice you have view set to 850 but fog set to max 600. I am not sure about this, but I *think* that costs computing power on the client for stuff they will never see. We usually set view about +10m above max fog (this is simply to avoid the uglyness of statics popping in out of view range if they are equal to the fog max).

I think you can go something like:
view 810
fog start 500
fog end 800

tho you might have to go:
view 610
fog start 400
fog end 600
.. for performance reasons.

The map has some serious potential. I am not sure what stage of completeness you think it's at, but I would say 40% and with some work and re-work has potential to be an outstanding map.

If yer up for the insanity of it.... making it into a 4km map (17 sq km) would make it epic versus the 2km heightmap (4sq km).

Some very nice potential here .. curious how other folks performance is on it... 70fps lows on my system 16x12 everything at max .. immensely playable.
i it was lagg test i need do hell lot more and i think the misssus wood devoce me but if its for good pr i dont see why not 2x size wot if makes laggy tho i thort it was to big but u no beter than wot i do

Posted: 2007-04-29 04:39
by Dr. Chagas
'[R-MOD wrote:Dylan']Just from what I make out in the screenshots, it looks a bit flat. Try working a bit on the terrain.
Baghdad is a bit flat...

Posted: 2007-04-29 04:39
by eggman
danthemanbuddy wrote:We tested and found out that soldier draw distance was around 150 and less unscoped. 270 was the highest for a technical to be drawn.
This is fixed in v0.6.
danthemanbuddy wrote:This needs to be in v.6 for sure DL it
Aside from being well past the cutoff for v0.6, I'd say the map is at about 40% completeness. It got AMAZING potential, but there's still loads of work to be done. With some collaboration and effort I'd love to see this in v0.7 tho.

Posted: 2007-04-29 04:43
by Expendable Grunt
Or in .6 as an expansion map.

Hey Snake_Doctor, I was in your USMC squad...

Posted: 2007-04-29 04:43
by Snake_doctor
'[R-DEV wrote:eggman']This is fixed in v0.6.



Aside from being well past the cutoff for v0.6, I'd say the map is at about 40% completeness. It got AMAZING potential, but there's still loads of work to be done. With some collaboration and effort I'd love to see this in v0.7 tho.
u got it wont leev room till dun wot i need tho is good tips on roads or r them roads looking
ok

Posted: 2007-04-29 06:17
by Guardian[]B()b
2ghz.1gb ram, BFG6600GT-OC
- was acceptable when I was on with 14 players. probabably way worse with full server.
- running settings between low and mostly medium.
Spotting at distance can be diffucult but not impossible (if kit has binocs)
- snipers will rule.
- the spawn point point for MEC1 - should not be on a roof in the open with this view distance, it will get raped for sure.
- at MEC1 spawn point on the roof, the ladder vanished, lucky I guessed right where it was :)
Overall the view ran OK on my poor old system.

Posted: 2007-04-29 09:08
by causticbeat
danthemanbuddy wrote:We tested and found out that soldier draw distance was around 150 and less unscoped. 270 was the highest for a technical to be drawn.

Very beautiful map, fun, really will be good with AAS at long distance engagements.

Setting up rally's and attacking that mec2 base is epic. So is defending.
Snipers can really bog down certain areas of attack.

This needs to be in v.6 for sure DL it

your about 2 months behind on the testers :P lol. just wait till .6

Posted: 2007-04-29 09:41
by duckhunt
looks really good. Sound advice from eggman regarding fog/view range. Follow those steps.

After .6 there will be lots more nice statics for you to decorate with too.

Keep it up mate, looks very promising.

Posted: 2007-04-29 09:55
by Top_Cat_AxJnAt
Originally Posted by danthemanbuddy
We tested and found out that soldier draw distance was around 150 and less unscoped. 270 was the highest for a technical to be drawn.
This is fixed in v0.6.
*LEEPS IN TO AIR WITH JOY*, "no longer a mad man i shall be known as" TC Yells! :grin: :grin: :grin: :grin: :grin: :grin: :grin: :grin:

That is wonderfull news. May i ask now, what is the draw distnace on soldiers in 0.6 for unscoped and scoped view????????

Posted: 2007-04-29 10:03
by duckhunt
you will go mad with the RO-esqe 'pixel hunting'

Posted: 2007-04-29 10:09
by S.A.S jackwebsterdunstan
erm..donwload?
I THINK SO!
i just hope youre still testing it :s
ill put some feedback up after a couple of rounds because i think ive got the worst computer a player will have, 512mb or a 1g of ram, cant remamber

Posted: 2007-04-29 10:20
by Top_Cat_AxJnAt
'[R-DEV wrote:duckhunt']you will go mad with the RO-esqe 'pixel hunting'

LOL< the next question too ask is:

1) Is it possible to increase the level of detail drawn at range (20, 50, 100, 150, 200, 250, 300 metres) comapred to the present unrealistic and apaling levles????


2) If it is possible, to what extent can it be done with out a noticable/serious decrease in system performance????

Posted: 2007-04-29 10:55
by bosco_
Top _Cat the great wrote:LOL< the next question too ask is:

1) Is it possible to increase the level of detail drawn at range (20, 50, 100, 150, 200, 250, 300 metres) comapred to the present unrealistic and apaling levles????
?
That would be nice...

Posted: 2007-04-29 10:55
by S.A.S jackwebsterdunstan
i think there could be some aweomse firefights in the city, couple of things,

1) are you planning on giveing usmc any helicopters and if so will ther be AA guns or just SAW's at ammo dumps?

2) what are you plannig to put in the massive empty squares in the city?

3)there needs to be lots of cover on the roads and streets because one sniper will be king of this map.

but this map is going to be sooo good.
J