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Author Topic: KM Blog - Beta 3 Screens (Dec 7th)  (Read 27833 times)

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mbsurfer

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Re: KM Blog - Beta 3 Screens (Dec 7th)
« Reply #15 on: December 08, 2008, 04:32:29 PM »



Texture misalignment on corner of railing :-X :P
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StrikerMan780

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Re: KM Blog - Beta 3 Screens (Dec 7th)
« Reply #16 on: December 08, 2008, 05:01:18 PM »

Nice shots. GES is looking awesome thus far.

Not to nitpick though, the Bullet ammo icon seems to be a little bit too low. Move it up a few notches so it centers with the font of the ammo counters.
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killermonkey

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Re: KM Blog - Beta 3 Screens (Dec 7th)
« Reply #17 on: December 08, 2008, 05:16:59 PM »

Not to nitpick though, the Bullet ammo icon seems to be a little bit too low. Move it up a few notches so it centers with the font of the ammo counters.

Noted thanks! keep the comments and suggestions coming people, as you can tell changes are made on a daily basis from your suggestions!
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Storm101

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Re: KM Blog - Beta 3 Screens (Dec 7th)
« Reply #18 on: December 08, 2008, 05:34:03 PM »

I'd say make the dots on the radar just a little more visible.

What's the difference between the timer below the radar and the one on the results screen?
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Mike [fourtecks]

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Re: KM Blog - Beta 3 Screens (Dec 7th)
« Reply #19 on: December 08, 2008, 06:07:02 PM »

What's the difference between the timer below the radar and the one on the results screen?

The one on the Score/Tab screen is for the level as a whole, before it switches to another. The one on HUD is the current round time. There are multiple rounds during play, not just until the map time expires.

Texture misalignment on corner of railing :-X :P

There's no way to really fix that in hammer. Angled geometry + more angles = death.
« Last Edit: December 08, 2008, 06:10:10 PM by Mike [fourtecks] »
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Sean [Baron]

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Re: KM Blog - Beta 3 Screens (Dec 7th)
« Reply #20 on: December 08, 2008, 07:48:45 PM »

Not unless we make Cradle one big model, haha. :P
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kraid

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Re: KM Blog - Beta 3 Screens (Dec 7th)
« Reply #21 on: December 09, 2008, 12:05:41 AM »

12.762 parts for the collission model, seems very fine to meh ;)
It's not the texture, the railing brushes looks like they are not aligned, the right one is a little to low.
The size of the missalignment seems to me < 1 worldunit, so one of the brushes is not on the grid i would say.
First i thought it might have happened while transfering the map from EP1 to EP2, i noticed this missalignment on a few func_detail brushes in my own map, too.
But then i checked the map in beta 1 and it was exactly the same, but only on this site, on the other one the brushes are aligned, but the texture still has little missalignments there too. Same for all of the towers.

TBH i never noticed this little thing whenever i played the map, so it's not that important to me.
But aligning the brushes would be the best choice IMO.
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CCsaint10

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Re: KM Blog - Beta 3 Screens (Dec 7th)
« Reply #22 on: December 09, 2008, 11:11:02 AM »

So how has the testing been going? From the sounds of it, seems like you guys are starting to wrap everything up and are probably speculating a release date because each other. Am I right? Can't wait to hear the news when you guys finally decide to tell us all. hehe

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Re: KM Blog - Beta 3 Screens (Dec 7th)
« Reply #23 on: December 11, 2008, 09:55:38 AM »

So... 33 achievements coded ? For me, that's ennough, since valve released TF2 only whit 12 achievements ( at the begining ).

DD44 look awesome. It also like more powerfull, isn't it ?

Cradle did not change. To bad. I was hoping that you will release the game whit few changes on that map. Wait a minute... no ! That's not true ! I can see that you guys changed the lighting and the texture for the sky. Thank you for that :D !!!


A little question : Did you change thirdperson model ? I mean... Does the hand of the charcter fit whit the gun ? Like in the previous beta, when you where holding a magnum, it was invisible and the hand was placed like if you where holding a shotgun.

Anyway, thanks for this awesome beta ;). I can't sleep whitout dreaming about that.
« Last Edit: December 11, 2008, 09:58:39 AM by X-tra »
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VC

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Re: KM Blog - Beta 3 Screens (Dec 7th)
« Reply #24 on: December 11, 2008, 10:08:47 AM »

DD44 is equally damaging as most 9mm weapons. (Exceptional 9mm weapons being Klobb, Phantom, and RCP90.)

Cradle's all twisted around. Fonfie didn't look at the damn schematic. :D

I haven't noticed any worldmodel errors but I wasn't really looking.
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Re: KM Blog - Beta 3 Screens (Dec 7th)
« Reply #25 on: December 11, 2008, 10:18:57 AM »

All the 3rd person models look fine, only one weapon is a little off, but other then that there good.
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VC

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Re: KM Blog - Beta 3 Screens (Dec 7th)
« Reply #26 on: December 11, 2008, 10:22:27 AM »

Than, they're.

Your brain must've smelled pizza and became distracted after the second comma.
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"As for VC's scripts they have not broken the game at all, in fact the game has never felt better." -- KM
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Re: KM Blog - Beta 3 Screens (Dec 7th)
« Reply #27 on: December 11, 2008, 11:08:46 AM »

Small question. How are the FPS holding up with all the goodies enabled ?
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Doc.NO

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Re: KM Blog - Beta 3 Screens (Dec 7th)
« Reply #28 on: December 11, 2008, 11:10:12 AM »

Small question. How are the FPS holding up with all the goodies enabled ?
As good bad as TF2 :/
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VC

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Re: KM Blog - Beta 3 Screens (Dec 7th)
« Reply #29 on: December 11, 2008, 11:20:59 AM »

I haven't had any trouble but my machine has muscle.

If it's similar to TF2, it's probably orangebox stuff. Fix your settings and it should straighten out.  Unlike Left for Fail, which forces you to use 2010 hardware for good frames, Orange Box games still let you fix things.
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"As for VC's scripts they have not broken the game at all, in fact the game has never felt better." -- KM
"(03:12:41 PM) KM: I would call you a no life loser, but you are useful"
"(03:12:59 PM) VC: Go ahead.  I am, and I am."
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