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Mr.Yeah's Profile

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Active Posts:
264 (0.11 per day)
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4.x Suggestions (47 posts)
08-July 12
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User is offline Feb 04 2019 02:50 AM

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Posts I've Made

  1. In Topic: ut4_rnr [ALPHA]

    27 May 2018 - 05:49 PM

    Alpha 5 is available! fixed a couple of things you guys reported, thanks a lot!
    Updated the first post to add a link to ut4_rnr_a5, along with some more screenshots.

    Don't worry, I do take all the feedback i can get into account eventually, and you did give a lot that I will certainly keep in mind for when I start seriously detailing ;)

    As for the barrier, it originally wasn't planned but all in all it's one less hazard and more walls to jump off of, so... I guess it's a keeper?
  2. In Topic: urbanterror.def and entities.def

    27 May 2018 - 03:35 PM

    View PostIye, on 26 May 2018 - 07:25 PM, said:

    Unless you actually have a sizable vision blocking structures in the center of your map i guess. Otherwise you might end up with all parts of the map being rendered.

    Indeed, but I had a hard time deciding if that applies here from only 2 close-up screenshots.
    Going into a detailed explanation of how to optimize your geometry seemed too far out of scope of this post and not really helping with the problem at hand Posted Image

    For those wondering what article Iye is refering to, it's SweetnutZ' Construction informational detailing how he constructed Casa.
  3. In Topic: urbanterror.def and entities.def

    26 May 2018 - 01:19 PM

    Judging from your compile log I can suggest a couple of things:

    Q3Map (ydnar) - v2.5.11

    The latest version of q3map2 shipped with GtkRadiant is vFS21, you may want to check if a build is available for your platform.

    WARNING: Over 90 percent structural map detected. Compile time may be adversely affected.

    You should generally only have brushes which are touching the void as structural, and make every other brush detail. It will speed up your compilation times.

    Entity 4, Brush 0: Entity leaked
    ******* leaked ******

    Did you make sure your map is entirely contained with a 'hull' made out of structural brushes?

    Another thing to look for is avoiding overlapping brushes. These can happen when you extensively copy/paste or clone geometry and are not immediately obvious in the editor view.

    You could also check the in-game console and see if it gives you any hints on broken entities.

    Hope this helps
  4. In Topic: Lag & warping

    24 May 2018 - 10:55 PM

    ? Godspeed, mate
  5. In Topic: ut4_rnr [ALPHA]

    08 May 2018 - 02:10 PM

    View PostSachkahddev, on 08 May 2018 - 12:37 PM, said:

    little suggestion :)
    The textures are too deceptive and we tend to want to go to this place

    Yeah, I'll try to come up with something that is a bit more obvious as a barrier next time... Posted Image


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  1. Photo

    vilain Icon

    09 Feb 2014 - 13:31
    Oo yeahhhhhh.
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