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Messages - r_rr

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1
The Ghoul's Forest / Re: Map submission thread
« on: April 22, 2010, 07:33:03 PM »
My mistake on not noticing this thread.   :geek:

Well, I've been busy with school, but when I have more time this weekend I'll mess with my map.  The scripting was not originally meant to kill players, and the fast moving sectors can make the tramcars "miss" at times.

2
The Ghoul's Forest / Don't get hit by a speeding tram!
« on: April 22, 2010, 12:47:08 AM »
This is my latest little project for Ghouls vs Humans.  I promise this map is 100% lag free (at least I think)  :shock:

Well, here it is:  http://wadhost.fathax.com/files/onarailbeta3.zip

Here are some screenshots:
(click to show/hide)

The Trams move happily on their tracks, but if you get in their way....

I originally had the idea of using polyobjects for this, but due to lag issues I went with super fast moving sectors.  Credit goes to an XWE tutorial for showing me how to do this.

EDIT:  There are a few bugs I'm still working on fixing.  One is the sector above the tram raising higher than it's supposed to after annihilating a player.  Another is a glitch that allows certain Ghouls to survive a tram collision under certain circumstances, but I won't be telling which ghoul or how its done.  :p

3
The Ghoul's Forest / Re: GvH27 Boat Map Hotfix
« on: April 12, 2010, 01:04:57 AM »
I know so far that a large number of players in the outside area makes the map lag the most.

I know that making that outside ocean area around the boat much smaller helped with the lag issue a lot for me.  I also gave the sector walls a "line horizon" definition.  Lastly, I found that decreasing the light level in the ocean area outside seems to help, I think that the less the players see off into the ocean, the less area the skulltag engine has to render.

I know many other maps use large open area and horizons with no lag problems at all, so the true cause still remains a mystery to me.  The hotfix map simply eliminates the huge ocean sector around the boat, making a big lag difference for me.  I have tried using different node builders on the map, and I've tried building nodes without the blockmap (basically letting skulltag make its own blockmap, increases loading time).  None of these seemed to make a difference.  Just FYI, my video card is an nvidia GeForce 9400 GT, 512MB.  I don't know how this fix will work on other video cards, I think it depends on resolution and (if using opengl) various settings.  I tweaked around with something called shader options in ST, which also seemed to make a small improvment for me.

4
I LOLed.

5
(click to show/hide)

My day of dirt biking in the ghouls forest!!!  Sjas is no match for my riding skills!!!

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The Ghoul's Forest / GvH27 Boat Map Hotfix
« on: March 27, 2010, 08:39:53 PM »
Well, I know lots of people complain about the laggy gvh27 map, so I decided to try and figure out what was causing the lag and fix it.  Well here it is, the gvh27 hotfix.

http://wadhost.fathax.com/files/gvh27hotfix.zip

Please give it a test run and see if the lag issue is resolved, or at least better.  Hopefully cutman can use this fix in his next GvH release.
EDIT:  Run it with gvhv2b7 and gvhv2b7maps.


Also, I have an unfinished little project for GvH I've been working on if anyone's interested in wasting some time:
http://wadhost.fathax.com/files/onarailbeta2.zip

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The Ghoul's Forest / Re: Has GvH Ever Made You Jump?
« on: March 10, 2010, 11:21:07 PM »
Once when I was sure a creeper was afk, and I was searching for it.  It popped up out of no where and I nearly threw my brand new mouse off my desk.

8
Anything Goes / Re: Scary Stuff
« on: March 03, 2010, 07:58:29 AM »
These scary images, videos and stories you have don't really scare me.   It takes a lot to get a reaction out of me  :mrgreen:

FYI: Silent Hill 2 & 3 were my favorite scary game experiences.

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Anything Goes / Re: Most anoying crash you've had with a computer
« on: February 23, 2010, 02:51:22 AM »
I just blame Microsoft.

10
The Ghoul's Forest / Re: GvH Tournement info ( Idea )
« on: February 16, 2010, 05:26:07 AM »
I'm in, but like Ivory I do have college, and work.  If you plan this well it may work, but many people (like me) cannot commit 100% to a match.

The best way would be to hold multiple matches at different times, a fair way for everyone to participate.

11
The Ghoul's Forest / Re: GvH Clan (s) one for each team (humanz) (ghouls)
« on: February 16, 2010, 05:17:47 AM »
I'm up to play a tourney if this actually takes off.

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Anything Goes / Re: Happy Failentine's day!
« on: February 16, 2010, 05:08:23 AM »
:O

Good old ms paint

13
GvH is my all time favorite game to play, hands down.  But I play everything else in between, including ZDaemon.  I enjoy old school co-op ultimate doom,doom2, and final doom playthroughs.  I'm also a pretty big fan of plutonia 2 and coopbuildlm.  

I haven't been on much because of jam packed college courses, but every now and then you'll find me playing counterstrike 1.6, condition zero, or source depending on my mood.  :mrgreen:

14
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 02, 2009, 10:43:27 PM »
Just curious, how long do Holly Traps last before disappearing?

I've also noticed that Holly Traps do not disappear when the santa who laid them dies, so what happens if someone dies on a dead santa's traps, does the dead santa still get a point?

15
The Ghoul's Forest / Re: Ghouls vs Humans Donation map
« on: December 02, 2009, 10:37:00 PM »
Quote from: "pucy100"
Cool, This map is on GVH CD added but I don't know the number and it has funny boat sounds!
Freedoom question: Where I can download Freedoom.wad?
Official site gives me a shit, no wad download! It gives another stupid things

http://savannah.inetbridge.net/freedoom/freedoom-iwad/
Freedoom downloads here.

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