Staredit Network

Staredit Network -> UMS Production -> Crescent Dyne
Report, edit, etc...Posted by WoodenFire on 2006-06-10 at 11:37:27
Today I think I will fix up some ISOM areas with some better shapes.
Report, edit, etc...Posted by Atreyu) on 2006-06-10 at 12:49:35
QUOTE(Jello-Jigglers @ Jun 9 2006, 11:59 PM)
I doubt it makes the process any faster by spamming your guess at what time it comes out...  If it comes out on time, great.  If not, oh well, looks like you have to wait.
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Good point there. Wooden I just wish you the best of luck biggrin.gif .
Report, edit, etc...Posted by FaiLuRe. on 2006-06-10 at 13:27:51
Are you letting people download your map and gape at the terrain? Because if you are, I so want in. =)
Report, edit, etc...Posted by dumbducky on 2006-06-10 at 13:30:06
He says he isn't done with the terrain yet. I already asked for an untriggered version so we could see terrain, but he declined.
Report, edit, etc...Posted by Lyon on 2006-06-10 at 13:31:03
The Terrain is rather seckyz, i've already seen it


ohmy.gif! ! ! !
Report, edit, etc...Posted by WoodenFire on 2006-06-10 at 13:55:42
Yea, i just put up the link to the terrain thread i made with 8 sample pics... They arn't the trigger version, just terrain version...
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-06-10 at 16:15:35
How much longer man! By the way... What's meps? I'm intrigued... wink.gif
Report, edit, etc...Posted by WoodenFire on 2006-06-10 at 16:48:11
Mebs is the nickname for the battle system we used.

[M]ulti [E]ngined [B]attle [S]ystem

It is a RTC system which calculates damage/armor/accuracy and many more factors into every blow you deal to an enemy.
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-06-10 at 20:55:47
RTC... Hmm... Real-Time Combat? Seems extremely complicated WoodenFire. I hope all that time was worth it. wink.gif I would never forgive you if this map wasn't any good. wink.gif
Report, edit, etc...Posted by WoodenFire on 2006-06-10 at 21:14:36
My team has much work to get done up till the final time when we start scripting the map up the wazoo.

O:
Report, edit, etc...Posted by lll on 2006-06-10 at 22:04:06
Yea just to clear some stuff up...
The Team
Wood- Terrain, Story, lead of everything
Lethal- Triggers, Ideas, bosses
Me- Custom enemys, bosses
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-06-10 at 22:08:09
Ah... I was about to ask who was in the team too. wink.gif
Report, edit, etc...Posted by Blacker9Winter on 2006-06-10 at 23:10:26
Ya... Uh and me. I'm getting all the music, ambient noises and a bunch of storyline. (also #1 on the "tester list")
Report, edit, etc...Posted by Zeratul_101 on 2006-06-10 at 23:49:33
i'm kinda curious about lag, from what i've heard, you guys are gonna have several thousand triggers. i've seen maps with much, much less leg like theres no tomorrow. have you encountered any lag issues yet?
Report, edit, etc...Posted by alazyguy on 2006-06-11 at 02:50:41
O: I just realized one of your projects are Deathknights IV. Whatever happened to Alpha(MC)?
Report, edit, etc...Posted by DoomGaze on 2006-06-11 at 04:00:01
QUOTE(Zeratul_101 @ Jun 10 2006, 08:49 PM)
i'm kinda curious about lag, from what i've heard, you guys are gonna have several thousand triggers.  i've seen maps with much, much less leg like theres no tomorrow.  have you encountered any lag issues yet?
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Since when did triggers contribute to lag?
Report, edit, etc...Posted by JaFF on 2006-06-11 at 04:08:19
QUOTE(DoomGaze @ Jun 11 2006, 10:59 AM)
Since when did triggers contribute to lag?
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Triggers don't...usually, but sprites do.
Report, edit, etc...Posted by WoodenFire on 2006-06-11 at 10:56:32
We have had some lag issues. One of which happened with the slot system's unit giving being too fast that the game seemed 'jumpy.'

All have been fixed and it plays as Lag-Free as a melee map with all T1 players over LAN...

O:



Alpha(MC) is now Loser_Musician and asked me to do DeathKnights IV terrain a few weeks ago.
Report, edit, etc...Posted by Lethal_Illusion on 2006-06-11 at 11:10:12
Triggers only really lag when there's a lot of triggers going at once. You could have 2000 triggers and only 3 running and not lag (as far as I know).
Report, edit, etc...Posted by PCFredZ on 2006-06-11 at 11:28:16
QUOTE(DoomGaze @ Jun 11 2006, 03:59 AM)
Since when did triggers contribute to lag?
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Too many triggers running with Preserve Trigger and Hyper Triggers.
Report, edit, etc...Posted by WoodenFire on 2006-06-11 at 14:52:43
Well, we managed to fix the problems as they occurred so there is not a single jump of movement in-game from lag.



*Finished placing sprites on the world map
*Redid several small areas on the world map
Report, edit, etc...Posted by dumbducky on 2006-06-11 at 15:20:52
Cool.

Just out of curiousity, what version of terrain are you on?
Report, edit, etc...Posted by Wilhelm on 2006-06-11 at 15:30:25
I have a sneaking suspicion that they're making up alot of this as they go along.
Report, edit, etc...Posted by JaFF on 2006-06-11 at 15:42:28
QUOTE(Wilhelm @ Jun 11 2006, 10:30 PM)
I have a sneaking suspicion that they're making up alot of this as they go along.
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Then they will be laughed at when the map is finished, so it's not in their interests.
Report, edit, etc...Posted by dumbducky on 2006-06-11 at 15:48:16
Then how do you explain the testers who have seen this stuff? Are they making it up too?
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