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Ut4_Happyjumptutorial [Beta]
#51
Posted 04 September 2009 - 08:20 PM
You have to set your texture quality to high to see them clearly. If you set it to medium or low the text will be blurry. I don't know If there's a way to make a certain texture behave like you set texture detail to high. If there is, I will definitely change it in the next version of the map. Anyway, thanks for the comment
#53
Posted 06 September 2009 - 07:39 AM
happyday i finished your map =D
but i still think you have to do something about the doors they make me lag and they are a bit buggy.... you can also just remove the on that goes only up (the one as big as a normal door that is moving up)
much servers got lags when i play your map :/
but i still think you have to do something about the doors they make me lag and they are a bit buggy.... you can also just remove the on that goes only up (the one as big as a normal door that is moving up)
much servers got lags when i play your map :/
#54
Posted 06 September 2009 - 03:23 PM
1. You make any hints inside buildings?
2. Not everyone play with r_picmip 0, remember about that.
http://img2.imagesha...ipshaderplz.jpg
Shader which will ignore picmip (im not 100% sure its correctly):
3. Low fps
Map is good (i get stucked sometimes hahaha), but need little more work , GL
2. Not everyone play with r_picmip 0, remember about that.
http://img2.imagesha...ipshaderplz.jpg
Shader which will ignore picmip (im not 100% sure its correctly):
textures/directory/texture.tga
{
nopicmip
{
map textures/directory/texture.tga
}
}
3. Low fps
Map is good (i get stucked sometimes hahaha), but need little more work , GL
#55
Posted 06 September 2009 - 03:47 PM
Quote
You have to set your texture quality to high to see them clearly. If you set it to medium or low the text will be blurry. I don't know If there's a way to make a certain texture behave like you set texture detail to high. If there is, I will definitely change it in the next version of the map. Anyway, thanks for the comment
This is your call, but I bet at least 50% of the UrT community make sacrifices on performance cvars to get urt to run as fast as possible, so a heck of a lot of people are not going to be able to read your instructions.
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#56
Posted 06 September 2009 - 04:13 PM
Quote
1. You make any hints inside buildings?
No, I will do that for the next version.
Quote
2. Not everyone play with r_picmip 0, remember about that.
Up to this moment I had no idea what picmip is about. I googled a bit and found out. So this is what I actually was looking for, a way to avoid the text to be blurry. Thanks a lot for the hint, ValkoVer. I'll get this fixed for the next version.
#58
Posted 06 September 2009 - 05:21 PM
If Im right, you can set server pure 0, only for one map?
Because since we set pure 0 in config, it is for all jumpmaps we have.
Since then we have minimaps which are changed a bit ... no problem
But one other thing, im not sure if its related..., is that when we do /map(space)(TAB) we see the maps on our own pc, and not anymore the maps which are on the server.
And I need to see the maps on the server to cycle, with normal admin access (im not the owner)
Because since we set pure 0 in config, it is for all jumpmaps we have.
Since then we have minimaps which are changed a bit ... no problem
But one other thing, im not sure if its related..., is that when we do /map(space)(TAB) we see the maps on our own pc, and not anymore the maps which are on the server.
And I need to see the maps on the server to cycle, with normal admin access (im not the owner)
#60
Posted 07 September 2009 - 05:39 PM
Hi everyone. I got some feedback, but before I start:
The map is GREAT ! Aprecciate your work! Helped me alot.
I'm a really noobish jumper (so I guess I'm the main target for this map), never did lots of jumps and I made it (which is great)
Still I had some troubles / found some points of improvement.
Ordered by appeareance(iirc):
SUGGESTIONS / PROBLEMS:
The glow on the infopanels font is making it look blurry and hard to read on smaller resolutions.
Pools-Area: Great for noobs but really annoying to fall out of the map if you managed to do your first proper walljump. Atleast this area should be closed.
Doors:(general) In the first room I kinda lost orientation reading the notices, 2 green doors, where to go. Not much of a problem but a -> Sign shouldn't be a problem
Besides to that they open a bit too slow for my taste (can't slide through after some jumps, getting blocked by a opening door sucks )
Curve-Jumps: Is there any need to have so damn much of them? They aren't that hard but it's kinda annoying doing (9?) same jumps in a row. Kinda repetive.
Balancer-Jumps (is this the right name?): I found the first one harder than the second one, compared about 5 times (both), first one seems (dunno why) harder to me.
Some trails seem to be too opaque, compared to others.. which is kinda irritating when the red trail blocks your view (Walljump Part)
SlideJumps: At the Second (the double jump) slide the respawn should be set some steps back. The spawn is in the middle of the red line.
Ramps: Maybe I misread the notice, but after those slides, I tried sliding up the ramp which doesn't work out "that well"
DockJumps: Tell ppl to keep sprinting when ducking.. Seems straight forward but guys like me that use the same finger for sprint and duck are pretty much fk'd there
IDEAS:
After every (or some) Jumps, show ppl where this jump can be used in normal maps.
Might be useless for Trickjumpers but great for noobs to USE the knowledge they got while capping flags, ... whatever.
Just my 2 cent.
Thanks for this great map.
madpew
The map is GREAT ! Aprecciate your work! Helped me alot.
I'm a really noobish jumper (so I guess I'm the main target for this map), never did lots of jumps and I made it (which is great)
Still I had some troubles / found some points of improvement.
Ordered by appeareance(iirc):
SUGGESTIONS / PROBLEMS:
The glow on the infopanels font is making it look blurry and hard to read on smaller resolutions.
Pools-Area: Great for noobs but really annoying to fall out of the map if you managed to do your first proper walljump. Atleast this area should be closed.
Doors:(general) In the first room I kinda lost orientation reading the notices, 2 green doors, where to go. Not much of a problem but a -> Sign shouldn't be a problem
Besides to that they open a bit too slow for my taste (can't slide through after some jumps, getting blocked by a opening door sucks )
Curve-Jumps: Is there any need to have so damn much of them? They aren't that hard but it's kinda annoying doing (9?) same jumps in a row. Kinda repetive.
Balancer-Jumps (is this the right name?): I found the first one harder than the second one, compared about 5 times (both), first one seems (dunno why) harder to me.
Some trails seem to be too opaque, compared to others.. which is kinda irritating when the red trail blocks your view (Walljump Part)
SlideJumps: At the Second (the double jump) slide the respawn should be set some steps back. The spawn is in the middle of the red line.
Ramps: Maybe I misread the notice, but after those slides, I tried sliding up the ramp which doesn't work out "that well"
DockJumps: Tell ppl to keep sprinting when ducking.. Seems straight forward but guys like me that use the same finger for sprint and duck are pretty much fk'd there
IDEAS:
After every (or some) Jumps, show ppl where this jump can be used in normal maps.
Might be useless for Trickjumpers but great for noobs to USE the knowledge they got while capping flags, ... whatever.
Just my 2 cent.
Thanks for this great map.
madpew