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#601 |
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Corporal
Join Date: Mar 2009
Posts: 184
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hm i have not the same "problem" with the bushes like u atkins..dont know why..all is fine
![]() and my FPS are fine everywhere in the city..on ly one place where it goes really down is on the mainroad-hill in front of the city/café. P.s. my old singlecore PC has not under 40FPS in town^^ |
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#602 |
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Major
Join Date: Sep 2009
Posts: 706
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Weird. I havent tweaked anything special that could do that. Do u have the same thing in ardennes?
Anyway, medic have u fixed flags in cap zones? Hate to check map cos it crashes the game so often ![]() |
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#603 | |
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Development Team
Join Date: Aug 2008
Posts: 619
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Quote:
Not yet. Snuffle already told me to do it. :P I have to say I pretty much got to the point entity's limit due to the map's complexity ![]() But I'm going to implement it with the next release for sure. mEdic |
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#604 |
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Major
Join Date: Dec 2008
Posts: 754
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Hehe, sorry for bugging you
.
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#605 |
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Corporal
Join Date: Jul 2009
Posts: 75
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I notice your "job" or "official project" is to port this map to the Orange Box engine: What exactly would this mean for your map. Would anything visually be changed?
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#606 | |
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Development Team
Join Date: Aug 2008
Posts: 619
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Quote:
Sure. I want to keep these things a secret for now though, but what I can tell is the following: There won't be any major change on the map's layout. The port to the orange box engine is the most important thing. Question answered? ;D Last edited by Felix Rauhut : 03-21-2010 at 01:15 PM. |
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#607 |
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Corporal
Join Date: Jul 2009
Posts: 75
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Yea, that answers my question. Looking forward to what ever eye candy you add to this already beautiful level.
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#608 |
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Corporal
Join Date: Feb 2010
Posts: 165
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Had a great battle on carentan the other day, got to the point where us allies had less than 20 tix to axis nearly 50, so we holed up in the farm house and defended the attacks, there were 4 axis tix left when we hit 0 but I crashed out n never found out how it ended!
If we had got axis to 0 would it have drawn or because we lost tix first, would they have won?
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Give me something good to die for, to make it beautiful to live
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#609 | |
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Sergeant
Join Date: May 2009
Posts: 232
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Quote:
Ive put up a theory how the game would determine who wins, sadly its been proven wrong on several occasions: "The first team to have their tickets on 0 would win if they can bring the other team on 0 tickets as well." And since "first team down to 0 tickets looses" also isnt the case in 100% of those 0-0 tickets situations, I can only say, to me it´s random who wins.
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#610 |
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Major
Join Date: Dec 2008
Posts: 754
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I have always wondered if it has something to do with amount of players alive while both teams have zero tickets. Never investigated though. And sorry for off-topic =).
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#611 |
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Major
Join Date: Sep 2009
Posts: 706
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Still going with the OT: Could devs clarify how the win-announcement system actually works?
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#612 |
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Development Team
Join Date: Sep 2008
Posts: 1,665
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If both teams have 0 tickets and the round ends, whoever has more players alive wins.
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#613 |
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Corporal
Join Date: Feb 2010
Posts: 165
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Funny how that makes the most sense ever but didn't cross my mind...
...better dig out the 'ol thinker n give it another service ![]()
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Give me something good to die for, to make it beautiful to live
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#614 | |
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Sergeant
Join Date: May 2009
Posts: 232
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Quote:
This has been proven wrong 2 hours ago, when the allies had 1 player alive, while the axis had at least 3. Both teams had 0 tickets.
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#615 |
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Development Team
Join Date: Sep 2008
Posts: 1,665
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*shrug* I just read the code, I didn't write it.
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#616 |
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Major
Join Date: Sep 2009
Posts: 706
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Carentan seems to give me a lot of troubles.
Sometimes I am missing my gun model, sometimes the model disappears when i shoot, sometimes all player models are missing, sometimes a part of the skybox is jammed and most of the time game crashes when i check map. Otherwise i am liking the map ![]() http://www.youtube.com/watch?v=1H9PTvwGVIk |
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