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ut4_maya Rate Topic: -----

#11 User is offline   AKKODIAK (old) Icon

  • Joined: 22-September 07
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Posted 04 November 2007 - 07:45 AM

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ut_temple redux


Hardly :P

#12 User is offline   AKKODIAK (old) Icon

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Posted 04 November 2007 - 07:47 AM

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What are you changing about it? :D I guess it would UrT supported spawns? But the rest seems fine already


I'm also thinking to add a "computer lab" inside the temple, sort of a terrorist secret base.

#13 User is offline   Seven of Nine Icon

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Posted 04 November 2007 - 12:11 PM

nice, I never played it in q3, but can't wait to play it in urt :D

#14 User is offline   Woekele Icon

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Posted 04 November 2007 - 02:02 PM

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Its open for anyone to use it for a different mod. Its been released under the .::LvL License


Where does it say that btw? I'm interested to see what this license is exactly :)

#15 User is offline   AKKODIAK (old) Icon

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Posted 04 November 2007 - 03:39 PM

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Where does it say that btw? I'm interested to see what this license is exactly :)


Quote

--- EXAMPLE FILE NOTES ---
This is a BLANK template of the ..::LvL Open Game Source License.
The items enclosed between '<' and '>' must be replaced by you and your
information.
--- END EXAMPLE NOTES ---

Date: <11.jul.2002>
What: <Cool Game map file>

========================================================================
title:          <My Cool Level>
file:          <coollevel-src.map>
author:        <My Name>
email address:  <me@my.isp.com>
URL:            <http://my.cool.website.com/>
description:    <A short description of what you have released under
                the ..::LvL Open Game Source License.>

========================================================================
Conditions of use of <coollevel-src.map>

'<coollevel-src.map>' is released to the public by <My Name> under
the ..::LvL Open Game Source License. You are free to use
'<coollevel-src.map>' as a base for any thing you wish or can imagine.
The following is all I ask for in return:

1, You must state in a text file, included with in any distribution
medium of your new creation that '<coollevel-src.map> by <My Name>
was used in the creation of [insert the name of your creation here],
released under the ..::LvL Open Game Source License'.

2, You can NOT call your new creation '<original file name>' or
'<original title>' as this is the title of the original.

3, You can only use <coollevel-src.map> at your own risk. Any damage,
good or bad caused by <coollevel-src.map> is your problem.

4, '<coollevel-src.map>' may be distributed by any means so long as this
text file is included.


========================================================================
About the ..::LvL Open Game Source License

The ..::LvL Open Game Source License (OGSL) has been set-up to encourage
creators of game add-ons and content to release their source files
publicly for use and modification. OGSL requires the creators of new
content to recognise the original Author(s) work while giving the
creator full freedom.


This is an example of the license from the ..::LvL site where I picked up the source of the map.

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#16 User is offline   trip Icon

  • Account: trip
  • Joined: 19-April 10
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Posted 04 November 2007 - 04:08 PM

Ok this might be a stupid question, but if the game was originally made for quake 3 why does it have FPS problems in UT? They both use the same engine so shouldn't the FPS be the same in both?

#17 User is offline   Dragonne Icon

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Posted 04 November 2007 - 04:12 PM

It's not always FPS... in this case, I'd bet it's the uncreased CPU strain due to the constant collision checking on all of that detail for UrT's ledge grab feature, making the same tris level seem to render at less FPS. Some people with beefier CPUs never see this issue, others do.

#18 User is offline   AKKODIAK (old) Icon

  • Joined: 22-September 07
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Posted 04 November 2007 - 04:19 PM

My current system specs are:

2.5Ghz P4
768M RAM
ATI Radeon 9950/x1050
XP Pro

Whatever I develop will be set to give me decent FPS with this setup.

#19 User is offline   AKKODIAK (old) Icon

  • Joined: 22-September 07
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Posted 04 November 2007 - 06:30 PM

Well, after removing all the quake 3 entities (gun, ammo, armor spawns) and the like and culling a lot of the detail (hanging vines, torches). I did a quick compile. Seems none of the detail is causing the problem...but....I'm beginning to think its all the sounds in the map since the framerate seems to drop right when a sound starts up. Any ideas?

#20 User is offline   Woekele Icon

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Posted 04 November 2007 - 06:39 PM

tbh, I'd think it'd be the collision having a hard time keeping up with the terrain.

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