Krime_Pyramid

News will be posted here by the CoDJumper team

Moderator: Core Staff

User avatar
Grom
Past/Inactive Team Member
Past/Inactive Team Member
Posts: 738
Joined: March 30th, 2005, 12:29 pm
Location: Norway

Post by Grom » August 26th, 2005, 7:41 pm

Just tried it out, and I just have to say this is a very nice map, Great made :)

Pedsdude
Site Admin
Site Admin
Posts: 15909
Joined: October 15th, 2004, 7:18 pm
Location: UK

Post by Pedsdude » August 26th, 2005, 7:47 pm

Drofder2004 wrote:looks like we found ourselves a real archeologist (spelling?) :P
I think that's spelt correctly ;)
Image
Image

malloc100
CJ Wannabe
CJ Wannabe
Posts: 5
Joined: September 8th, 2005, 6:27 pm
Location: Germany
Contact:

Post by malloc100 » October 8th, 2005, 2:44 am

Pretty nice map, but some portals missoig :-/

Somebody has krime's e-mail?

maLLoc

User avatar
Neon
Too cool for CoDJumper
Too cool for CoDJumper
Posts: 3535
Joined: April 21st, 2005, 8:54 pm
Location: England, Redditch

Post by Neon » October 8th, 2005, 8:47 am

malloc100 wrote: but some portals missoig
i dont understand what u mean by that?
Image
"If we can hit that bull's-eye, the rest of the dominoes will fall like a house of cards...Checkmate."
"Seriously... .45k/sec it is a joke.. I could have just gone out and taken my own photos of children in this time."
"You have just become my fave youtuber!" - KillerSam in regards to myself. Win.

malloc100
CJ Wannabe
CJ Wannabe
Posts: 5
Joined: September 8th, 2005, 6:27 pm
Location: Germany
Contact:

Post by malloc100 » October 8th, 2005, 12:15 pm

You can split ab a map in visual cells - this is done using structural brushes and portals. goal is, to enhance performance / frames per second. this is important at least for jump maps -where you always need 125 fps - and at krime_pyramid al lot of jumper reports 70-90 fps.

maLLoc

Pedsdude
Site Admin
Site Admin
Posts: 15909
Joined: October 15th, 2004, 7:18 pm
Location: UK

Post by Pedsdude » October 10th, 2005, 8:29 pm

Basically if you have a huge map you can make it so that you can only see certain parts of the map as you get closer to it (like hurtgen etc).
Image
Image

User avatar
Neon
Too cool for CoDJumper
Too cool for CoDJumper
Posts: 3535
Joined: April 21st, 2005, 8:54 pm
Location: England, Redditch

Post by Neon » October 10th, 2005, 10:21 pm

Pedsdude wrote:Basically if you have a huge map you can make it so that you can only see certain parts of the map as you get closer to it (like hurtgen etc).
aight lol :) i understand now :oops: :roll:
Image
"If we can hit that bull's-eye, the rest of the dominoes will fall like a house of cards...Checkmate."
"Seriously... .45k/sec it is a joke.. I could have just gone out and taken my own photos of children in this time."
"You have just become my fave youtuber!" - KillerSam in regards to myself. Win.

Luke
Past/Inactive Team Member
Past/Inactive Team Member
Posts: 1774
Joined: May 31st, 2005, 12:42 am
Location: Cornwall, UK

Post by Luke » October 10th, 2005, 10:56 pm

I think its that the game engine only draws the portalled areas when they're visible to the player

Pedsdude
Site Admin
Site Admin
Posts: 15909
Joined: October 15th, 2004, 7:18 pm
Location: UK

Post by Pedsdude » October 11th, 2005, 6:43 pm

It is very complicated to do - I haven't tried it before and don't plan to (partly because of the effort involved, partly because of the fact that I don't like huge maps :P).
Image
Image

Post Reply

Who is online

Users browsing this forum: No registered users and 34 guests