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Postby MauveBib » Tue Feb 15, 2011 12:06 am

Anyone tried it?
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Postby leileilol » Tue Feb 15, 2011 12:12 am

Yes. How'd it get so big? 100+mb seems a bit unusual for something with mdl and 2 test levels.

Also I love the BLBLBLBBLLOODDY SCREEN! So real.....

I should mention pain skins aren't really necessary for darkplaces - try cl_decals_models on a recent build :)
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Postby MauveBib » Tue Feb 15, 2011 1:05 am

Lots of high res textures, basically.

Ah, cool, I've not checked out many of DP's recent features.
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Postby xaGe » Tue Feb 15, 2011 3:42 am

I do like the bloody screen, lava swimming after effect screen, and I also like, but don't remember the smoke lingering around so much from rocket fire(impulse 9) as if real smoke in the last release. Nice.
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Postby MauveBib » Tue Feb 15, 2011 11:31 am

No idea about the rocket fire; impulse 9 is not intended to be used, obviously. Probably a side effect from the grenade effects then.
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Postby blubswillrule » Wed Feb 16, 2011 1:42 am

I must say, awesome job on the AI! :)

It took me a while to be able to kill them all on the industrial map.

and I have yet to succeed on the city map (they totally own on open maps :) )

also, I absolutely love that skybox you used for the city map (I've always wanted to make one that looked like that myself), might I inquire as to where you attained it?
A truly rewarding experience for an AI coder: watching your ai navigate the map... makes all the time invested in the code worth it :)
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Postby MauveBib » Thu Feb 17, 2011 11:37 pm

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Postby MauveBib » Thu Feb 17, 2011 11:37 pm

blubswillrule wrote:and I have yet to succeed on the city map (they totally own on open maps :) )


Yeah, they all pretty much try to go to different firepoints, which makes them deadly on a map with so many routes through it.
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Postby leileilol » Thu Feb 17, 2011 11:51 pm

Can you try to have a huge huge huge huge huge huge huge huge obj map city? (Darkplaces supports loading obj files directly as maps, which as far as blender architecture is concerned, is more convenient than q3bsp ;D )

it'd be super hard to waypoint manually by ent files though... but it'd be a good stress test that way

Also, Oblige'ing large outdoor maps could be good to test on but that's q1bsp.
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Postby MauveBib » Fri Feb 18, 2011 2:43 am

q1bsp isn't actually an issue for anything other than crouching through small gaps, so it doesn't really matter at all.

I'll look for some more maps that might work for it.
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Postby JasonX » Sun Mar 27, 2011 4:36 am

Is the source available?
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