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Grom
- Past/Inactive Team Member

- Posts: 738
- Joined: March 30th, 2005, 12:29 pm
- Location: Norway
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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

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Pedsdude
- Site Admin

- Posts: 15914
- Joined: October 15th, 2004, 7:18 pm
- Location: UK
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by Pedsdude » August 26th, 2005, 7:47 pm
Drofder2004 wrote:looks like we found ourselves a real archeologist (spelling?)

I think that's spelt correctly

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malloc100
- CJ Wannabe

- Posts: 5
- Joined: September 8th, 2005, 6:27 pm
- Location: Germany
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Contact:
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by malloc100 » October 8th, 2005, 2:44 am
Pretty nice map, but some portals missoig :-/
Somebody has krime's e-mail?
maLLoc
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Neon
- Too cool for CoDJumper

- Posts: 3535
- Joined: April 21st, 2005, 8:54 pm
- Location: England, Redditch
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by Neon » October 8th, 2005, 8:47 am
malloc100 wrote: but some portals missoig
i dont understand what u mean by that?

"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.
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malloc100
- CJ Wannabe

- Posts: 5
- Joined: September 8th, 2005, 6:27 pm
- Location: Germany
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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
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Pedsdude
- Site Admin

- Posts: 15914
- Joined: October 15th, 2004, 7:18 pm
- Location: UK
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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).
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Neon
- 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


"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.
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Luke
- 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
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Pedsdude
- Site Admin

- Posts: 15914
- 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

).
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