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 Bridge [r3 - includes v2] 
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Joined: Wed May 23, 2007 12:08 pm
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Location: In hells Ironic Punishment Department (Canada, ON)
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Post Re: Bridge [r2]
I would try making a mission but, I too dont know anything bout LUA =/

Though after I learn (and have made what I want) could I use this map in a mission too ?_?


Wed Nov 26, 2008 1:50 am
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Post Re: Bridge [r2]
Prod wrote:
Iunno what my CPU is, just that it's pretty damn old and can't run games newer than 2003.

yeah i know what you mean. the P4 in this box doesnt like CC at all, or anything really. but try setting your deltatime up, itll help reduce lag. .03 works well on this one.


Wed Nov 26, 2008 2:37 am
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Joined: Mon Jun 30, 2008 9:13 pm
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Post Re: Bridge [r2]
The AI isn't spawning on death for me. Turning the difficulty on hard works, but it's kinda boring. Any workarounds?


Wed Nov 26, 2008 12:10 pm
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Post Re: Bridge [r2]
Where can I set my deltatime? And what risks are there from setting it upwards?


Thu Nov 27, 2008 1:37 am
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Data Realms Elite
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Post Re: Bridge [r2]
If only the hardcode could make the eftarded AI spawn on both sides, not just the right.

And yes, there is no Luas in this scene.


Thu Nov 27, 2008 3:06 am
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Post Re: Bridge [r2]
go to settings.ini for deltatime.
set it down for high quality (better collisions & attempted framerate (where 1 frame is one calculation of the game's physics) and up for low CPU drain .03 and above is quite high, everything gets a little choppy above that, .01666 (i think) is default, .005 and below are beautiful :)

edit: my bad ;-;


Last edited by Geti on Thu Nov 27, 2008 8:42 am, edited 2 times in total.



Thu Nov 27, 2008 3:48 am
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Post Re: Bridge [r2]
Geti wrote:
go to settings.ini for deltatime.
set it down for high quality (better collisions & [i]attempted[i] framerate (where 1 frame is one calculation of the game's physics) and up for low CPU drain .03 and above is quite high, everything gets a little choppy above that, .01666 (i think) is default, .05 and below are beautiful :)

Don't do 0.05, the guns literally fall through the ground, eating it, and is too choppy.


Thu Nov 27, 2008 7:31 am
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Post Re: Bridge [r2]
oh ♥♥♥♥, that was meant to be .005 ><
fixed, for people reading in context.


Thu Nov 27, 2008 8:41 am
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Post Re: Bridge [r2]
The assault on fort malgar's lua has restricted dropzones for the AI. Have a look at it if you want to implement it for this scene.


Thu Nov 27, 2008 10:10 am
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Post Re: Bridge [r2]
undertech wrote:
The assault on fort malgar's lua has restricted dropzones for the AI. Have a look at it if you want to implement it for this scene.

Or you could use spawn points to make sure there is some enemy flow when you got the dropzones under control?


Thu Nov 27, 2008 1:08 pm
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Post Re: Bridge [r2]
Good mod, I really like it, though I sort of actually miss the loop.



PS:

Geti wrote:
cool, ill grab it when i get home.


You mean the mod, or a snickers bar?


Fri Nov 28, 2008 3:38 am
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Post Re: Bridge [r3 - includes v2]
updated: new bridge layout


Tue Dec 16, 2008 6:55 am
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Post Re: Bridge [r3 - includes v2]
Looks nice! Good work as usual, cambio.
Sadly, there's one immediate problem. Someone forgot to make it a rar.


Tue Dec 16, 2008 1:50 pm
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Post Re: Bridge [r3 - includes v2]
what does that have to do with anything?
some people prefer .zip, and winrar does .zip archives fine aswell. no idea why people prefer zip, but ohwell.
in any case, looks good. too bad i dont have CC with me..


Tue Dec 16, 2008 1:58 pm
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Post Re: Bridge [r3 - includes v2]
Geti wrote:
what does that have to do with anything?
some people prefer .zip, and winrar does .zip archives fine aswell. no idea why people prefer zip, but ohwell.
in any case, looks good. too bad i dont have CC with me..

You're not that attentive, are you?
It has been said for and extremely long amount of time, nearly everywhere, that ZIPS MESS UP THE DARN MOD. It'll make it disappear from the menu if it's not rar. Aw, darn it. You triggered my morning writing impulse. Apparently, zips do some crazy thing where they slightly mess up the coding that makes it not want to show up in the menus. This tends to irk a lot of people when at the end of loading a bunch of mods, they find out that they can't use the one mod that they got to try when they started this time...*Trails off.*

To Cambiogris:
Mission Idea:
It starts off where your job is to, like usual, grab the intelligence. Your trooper starts off on the catwalk. The top of the bridge is controlled by enemy forces, but only 3 are deployed on the bridge. When you get to one side of the bridge, there are only a few people in the watchtower to guard the intelligence. When you grab it, charges are detonated all over the bridge, wiping it out entirely. Apparently, some allied forces were already staging an attack and just blew your cover. Enemy troops begin to spawn near the entrance to the watchtower you occupy and begin to attack. An allied dropship comes in over their watchtower. Hop in and get out. (Dropship appears ONLY when you get there. Otherwise, people'd just skip the battle entirely.)


Tue Dec 16, 2008 2:19 pm
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