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[DM] Solarium

#26
(03-13-2011, 03:03 PM)theShadow Wrote: ok kitsune, I will have to ask around about that.

Sure. Or you can look at the map itself in Nexuiz. I actually took a look at it just now. This is the terrain shader that ons-reborn uses (keep in mind it also has multiple layers via alpha map, but I don't think that will matter here):

Code:
textures/test3/terrain_0
{
    q3map_nonplanar
    q3map_globalTexture
    q3map_shadeangle 179
    q3map_lightmapsamplesize 32
    q3map_lightmapaxis z
    q3map_lightmapBrightness 0.5
    q3map_lightmapsampleoffset 8.0
//    q3map_texturesize 512 512
    q3map_surfaceModel models/grass02.md3 24 0.025 1.5 3 1 122 1
    q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
    {
        map textures/terraintex/grass2.tga
    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        tcGen lightmap
        //rgbGen identity
    }
}

textures/test3/terrain_1
{
    q3map_nonplanar
    q3map_globalTexture
    q3map_shadeangle 179
    q3map_lightmapsamplesize 32
    q3map_lightmapaxis z
    q3map_lightmapBrightness 0.5
    q3map_lightmapsampleoffset 8.0
//    q3map_texturesize 512 512
    q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
    {
        map textures/terraintex/ground2.tga

    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        tcGen lightmap
        //rgbGen identity
    }
}

textures/test3/terrain_2
{
    q3map_nonplanar
    q3map_globalTexture
    q3map_shadeangle 179
    q3map_lightmapsamplesize 32
    q3map_lightmapaxis z
    q3map_lightmapBrightness 0.5
    q3map_lightmapsampleoffset 8.0
//    q3map_texturesize 512 512
    q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
    {
        map textures/terraintex/rock02b.tga

    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        tcGen lightmap
        //rgbGen identity
    }
}

textures/test3/terrain_3
{
    q3map_nonplanar
    q3map_globalTexture
    q3map_shadeangle 179
    q3map_lightmapsamplesize 32
    q3map_lightmapaxis z
    q3map_lightmapBrightness 0.5

    q3map_lightmapsampleoffset 8.0
//    q3map_texturesize 512 512
    q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
    {
        map textures/terraintex/ground4.tga

    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        tcGen lightmap
        //rgbGen identity
    }
}

textures/test3/terrain_4
{
    q3map_nonplanar
    q3map_globalTexture
    q3map_shadeangle 179
    q3map_lightmapsamplesize 32
    q3map_lightmapaxis z
    q3map_lightmapBrightness 0.5

    q3map_lightmapsampleoffset 8.0
//    q3map_texturesize 512 512
    q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
    {
        map textures/terraintex/sand01.tga

    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        tcGen lightmap
        //rgbGen identity
    }
}

textures/test3/terrain_5
{
    q3map_nonplanar
    q3map_globalTexture
    q3map_shadeangle 179
    q3map_lightmapsamplesize 32
    q3map_lightmapaxis z
    q3map_lightmapBrightness 0.5

    q3map_lightmapsampleoffset 8.0
//    q3map_texturesize 512 512
    q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
    {
        map textures/terraintex/rock_b.tga

    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        tcGen lightmap
        //rgbGen identity
    }
}

textures/test3/terrain_0to1
{
    q3map_lightmapBrightness 0.5

    q3map_lightmapsampleoffset 8.0
    q3map_nonplanar
    q3map_globalTexture
    q3map_surfaceModel models/grass02.md3 38 0.025 1 2 1 122 1
    q3map_shadeangle 179
    q3map_lightmapsamplesize 32
    q3map_lightmapaxis z
//    q3map_texturesize 512 512
    q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
    
    {
        map textures/terraintex/grass2.tga

    }
    {
        map textures/terraintex/ground2.tga
        alphaGen vertex
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        tcGen lightmap
        //rgbGen identity
    }
}

textures/test3/terrain_0to2
{
    q3map_nonplanar
    q3map_globalTexture
    q3map_shadeangle 179
    q3map_lightmapsamplesize 32
    q3map_lightmapaxis z
    q3map_lightmapBrightness 0.5

    q3map_lightmapsampleoffset 8.0
//    q3map_texturesize 512 512
    q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
    
    {
        map textures/terraintex/grass2.tga

    }
    {
        map textures/terraintex/rock02b.tga
        alphaGen vertex
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        tcGen lightmap
        //rgbGen identity
    }
}

textures/test3/terrain_0to3
{
    q3map_nonplanar
    q3map_globalTexture
    q3map_shadeangle 179
    q3map_lightmapsamplesize 32
    q3map_lightmapaxis z
    q3map_lightmapBrightness 0.5

    q3map_lightmapsampleoffset 8.0
//    q3map_texturesize 512 512
    q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
    
    {
        map textures/terraintex/grass2.tga

    }
    {
        map textures/terraintex/ground4.tga
        alphaGen vertex
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        tcGen lightmap
        //rgbGen identity
    }
}

textures/test3/terrain_0to4
{
    q3map_nonplanar
    q3map_globalTexture
    q3map_shadeangle 179
    q3map_lightmapsamplesize 32
    q3map_lightmapaxis z
    q3map_lightmapBrightness 0.5

    q3map_lightmapsampleoffset 8.0
//    q3map_texturesize 512 512
    q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
    
    {
        map textures/terraintex/grass2.tga
    }
    {
        map textures/terraintex/sand01.tga
        alphaGen vertex
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        tcGen lightmap
        //rgbGen identity
    }
}

textures/test3/terrain_0to5
{
    q3map_nonplanar
    q3map_globalTexture
    q3map_shadeangle 179
    q3map_lightmapsamplesize 32
    q3map_lightmapaxis z
    q3map_lightmapBrightness 0.5

    q3map_lightmapsampleoffset 8.0
//    q3map_texturesize 512 512
    q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
    
    {
        map textures/terraintex/grass2.tga
    }
    {
        map textures/terraintex/rock_b.tga
        alphaGen vertex
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        tcGen lightmap
        //rgbGen identity
    }
}

textures/test3/terrain_1to2
{
    q3map_nonplanar
    q3map_globalTexture
    q3map_shadeangle 179
    q3map_lightmapsamplesize 32
    q3map_lightmapaxis z
    q3map_lightmapBrightness 0.5

    q3map_lightmapsampleoffset 8.0
//    q3map_texturesize 512 512
    q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
    
    {
        map textures/terraintex/ground2.tga
    }
    {
        map textures/terraintex/rock02b.tga
        alphaGen vertex
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        tcGen lightmap
        //rgbGen identity
    }
}

textures/test3/terrain_1to3
{
    q3map_nonplanar
    q3map_globalTexture
    q3map_shadeangle 179
    q3map_lightmapsamplesize 32
    q3map_lightmapaxis z
    q3map_lightmapBrightness 0.5

    q3map_lightmapsampleoffset 8.0
//    q3map_texturesize 512 512
    q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
    
    {
        map textures/terraintex/ground2.tga
    }
    {
        map textures/terraintex/ground4.tga
        alphaGen vertex
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        tcGen lightmap
        //rgbGen identity
    }
}

textures/test3/terrain_1to4
{
    q3map_nonplanar
    q3map_globalTexture
    q3map_shadeangle 179
    q3map_lightmapsamplesize 32
    q3map_lightmapaxis z
    q3map_lightmapBrightness 0.5

    q3map_lightmapsampleoffset 8.0
//    q3map_texturesize 512 512
    q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
    
    {
        map textures/terraintex/ground2.tga
    }
    {
        map textures/terraintex/sand01.tga
        alphaGen vertex
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        tcGen lightmap
        //rgbGen identity
    }
}

textures/test3/terrain_1to5
{
    q3map_nonplanar
    q3map_globalTexture
    q3map_shadeangle 179
    q3map_lightmapsamplesize 32
    q3map_lightmapaxis z
    q3map_lightmapBrightness 0.5

    q3map_lightmapsampleoffset 8.0
//    q3map_texturesize 512 512
    q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
    
    {
        map textures/terraintex/ground2.tga
    }
    {
        map textures/terraintex/rock_b.tga
        alphaGen vertex
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        tcGen lightmap
        //rgbGen identity
    }
}

textures/test3/terrain_2to3
{
    q3map_nonplanar
    q3map_globalTexture
    q3map_shadeangle 179
    q3map_lightmapsamplesize 32
    q3map_lightmapaxis z
    q3map_lightmapBrightness 0.5

    q3map_lightmapsampleoffset 8.0
//    q3map_texturesize 512 512
    q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
    
    {
        map textures/terraintex/rock02b.tga
    }
    {
        map textures/terraintex/ground4.tga
        alphaGen vertex
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        tcGen lightmap
        //rgbGen identity
    }
}

textures/test3/terrain_2to4
{
    q3map_nonplanar
    q3map_globalTexture
    q3map_shadeangle 179
    q3map_lightmapsamplesize 32
    q3map_lightmapaxis z
    q3map_lightmapBrightness 0.5

    q3map_lightmapsampleoffset 8.0
//    q3map_texturesize 512 512
    q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
    
    {
        map textures/terraintex/rock02b.tga
    }
    {
        map textures/terraintex/sand01.tga
        alphaGen vertex
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        tcGen lightmap
        //rgbGen identity
    }
}

textures/test3/terrain_2to5
{
    q3map_nonplanar
    q3map_globalTexture
    q3map_shadeangle 179
    q3map_lightmapsamplesize 32
    q3map_lightmapaxis z
    q3map_lightmapBrightness 0.5

    q3map_lightmapsampleoffset 8.0
//    q3map_texturesize 512 512
    q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
    
    {
        map textures/terraintex/rock02b.tga
    }
    {
        map textures/terraintex/rock_b.tga
        alphaGen vertex
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        tcGen lightmap
        //rgbGen identity
    }
}

textures/test3/terrain_3to4
{
    q3map_nonplanar
    q3map_globalTexture
    q3map_shadeangle 179
    q3map_lightmapsamplesize 32
    q3map_lightmapaxis z
    q3map_lightmapBrightness 0.5

    q3map_lightmapsampleoffset 8.0
//    q3map_texturesize 512 512
    q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
    
    {
        map textures/terraintex/ground4.tga
    }
    {
        map textures/terraintex/sand01.tga
        alphaGen vertex
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        tcGen lightmap
        //rgbGen identity
    }
}

textures/test3/terrain_3to5
{
    q3map_nonplanar
    q3map_globalTexture
    q3map_shadeangle 179
    q3map_lightmapsamplesize 32
    q3map_lightmapaxis z
    q3map_lightmapBrightness 0.5

    q3map_lightmapsampleoffset 8.0
//    q3map_texturesize 512 512
    q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
    
    {
        map textures/terraintex/ground4.tga
    }
    {
        map textures/terraintex/rock_b.tga
        alphaGen vertex
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        tcGen lightmap
        //rgbGen identity
    }
}

textures/test3/terrain_4to5
{
    q3map_nonplanar
    q3map_globalTexture
    q3map_shadeangle 179
    q3map_lightmapsamplesize 32
    q3map_lightmapaxis z
    q3map_lightmapBrightness 0.5

    q3map_lightmapsampleoffset 8.0
//    q3map_texturesize 512 512
    q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
    
    {
        map textures/terraintex/sand01.tga
    }
    {
        map textures/terraintex/rock_b.tga
        alphaGen vertex
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        tcGen lightmap
        //rgbGen identity
    }
}

//textures/test3/terrain.vertex
//{
//    {
//        map textures/terraintex/grass2.tga
//        rgbGen vertex
//    }
//}

That shader file is called test3 in Nexuiz. The brush that has the texture on next, is a func_group, and has the following keys:

alphamap ons/ons-reborn-terrain.pcx
layers 6
shader test3/terrain
terrain 1

Some of them are for layer map support again, but I posted everything for the info. Hope this helps Smile
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#27
Version 3 wouldn't load; I got this:
Code:
Collision_ValidateBrush: point #6 (-531.638611 -2876.000000 167.259857) infront of plane #10 (-0.306920 0.940657 0.144794 -2518.002686)
3 unnamed
7
-532.444824 -2878.291016 167.006226
-532.444824 -2876.290527 167.006226
-531.389771 -2876.000000 167.338135
-531.389771 -2877.997314 167.338135
-532.249390 -2876.000000 165.772995
-532.249390 -2878.036865 165.772995
-531.638611 -2876.000000 167.259857
4
14
-1.000000 0.000000 0.000000 532.444824
1.000000 0.000000 0.000000 -531.389771
0.000000 -1.000000 0.000000 2878.291016
0.000000 1.000000 0.000000 -2876.000000
0.000000 0.000000 -1.000000 -165.772995
0.000000 0.000000 1.000000 167.337296
-0.300089 0.000000 0.953911 319.089783
0.877026 0.000000 -0.480443 -546.440979
-0.987431 0.000000 -0.158050 499.359375
0.306920 -0.940657 -0.144794 2519.884033
-0.306920 0.940657 0.144794 -2518.002686
0.267730 -0.963494 0.000000 2630.663818
0.000000 0.999692 -0.024805 -2879.263916
-0.000000 -0.979403 -0.201915 2785.285889
copying original lightmap 0 (512x512) to 0 (at 0,0)
copying original lightmap 2 (512x512) to 0 (at 512,0)
copying original lightmap 4 (512x512) to 0 (at 1024,0)
copying original lightmap 6 (512x512) to 0 (at 1536,0)
copying original lightmap 8 (512x512) to 0 (at 0,512)
copying original lightmap 10 (512x512) to 0 (at 512,512)
copying original lightmap 12 (512x512) to 0 (at 1024,512)

Running from GIT of course.
Reply

#28
[Image: 0ef71p1cmyoktvj5z2b8_thumb.jpg][Image: kfravcpk9yxzwh1ltox7_thumb.jpg][Image: h92l5ccgbjo72ms4pnuf_thumb.jpg]
[Image: 0k0zoht9f1rmmccaavo_thumb.jpg][Image: mmhpt7zl9ebpyi17i97l_thumb.jpg]
as requested
<Samual> I am the most unprofessional developer ever
<bluez> halogene, you make awesome music, but you have no clue about ctf.
<Halogene> I didn't know mappers include some mysterious waypoints so members of the BOT clan can navigate a map?
<divVerent> if you don't pay for a premium account, your movement speed is limited to 100qu/s
Reply

#29
Awesome ! I love it ! Smile
DarkRedman
Reply

#30
Files deleted?
Reply

#31
huh. I didnt think so.

but in any case, I will be uploading a new version soon, so have no fear.
Master of mysterious geometries

Imgur Gallery
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#32
Downloaded the one off the .bsp compile page, and it worked. Still took a long time to load, but it was worth it Smile

Some textures missing in 0.1 Preview, everything works in GIT though.

I like how you're silent on the grass.
Rhino the Hampster Wrote:Oooh, stealth mode!

And ofc you added the Fireball Big Grin

Nice choice on soundtrack.

Graphics are fitting for b2 release!
Reply

#33
The Link of version 2 doesn't work. 404...
But this one might be correct:
Version 2 (fixed?)
Reply

#34
version 3

Here is version 3. Not many changes, but I did fix a couple things. This version is pretty much final, unless someone wants to add to it. (feel free, just let me know first.)
Master of mysterious geometries

Imgur Gallery
Reply

#35
remove that previous statement, not done with it. not at all.

here is version 4, with more to come.
version 4

the main change I made for this version is I removed the grass, for performance reasons. I may add it back at sone point, after some engine changes.
Master of mysterious geometries

Imgur Gallery
Reply

#36
The glass walls and rails are good additions, however they are too hard to see. They need some kind of rail along the top to show that there's something there.

And the tile underneath the armor is different than the rest, TBH I would use a spawn circle with same texture underneath or even do no spawn indication (same texture would look better in CA or LMS).

Loads fast now Smile
Reply

#37
Strange thing. When i try to climb up the ladder from water i fall off the map...

http://ompldr.org/vOTJtbw
<Halogene> ok "n1" means "nice one"
<Halogene> "gl" means "good luck"
<Halogene> "fu" means "wow that was wickedly nice that frag"
Frogg on Instagram
Reply

#38
@nowego4: i will be making the glass have some kind of reflection effect, like the glass in red planet. also, the tile under the armor was cortez666's doing.

@kunio: that has happened to me as well, and I am not entirely sure I can do anything about it. I am pretty sure that is an engine bug.
Master of mysterious geometries

Imgur Gallery
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#39
the download links are dead...
Reply

#40
(06-15-2011, 02:13 PM)Strahlemann Wrote: the download links are dead...

http://beta.xonotic.org/autobuild-bsp/so...659e36100/
<Samual> I am the most unprofessional developer ever
<bluez> halogene, you make awesome music, but you have no clue about ctf.
<Halogene> I didn't know mappers include some mysterious waypoints so members of the BOT clan can navigate a map?
<divVerent> if you don't pay for a premium account, your movement speed is limited to 100qu/s
Reply

#41
(02-25-2011, 10:40 PM)theShadow Wrote: Solarium: welcome to the garden of madness

I have been working on this map for quite some time now. Mostly because school stuff kept getting in the way, but also because I had a lot of difficulty with the texturing. mostly because I kind of like it with the texturing kind of simple as it is now. everything I tried to add just made it look bad. So for now, I am just releasing it as is, and if anyone has any tips for texturing, let me know because I am out of ideas on this. (i think it looks cool as is :p)

oh, and there are a few things I forgot to do, like some of the stairs aren't finished, and I need to add some more lighting, or AO or something.

anyway, enjoy. I really really like this one.

[Image: xonotic000016.jpg]
[Image: xonotic000010-1.jpg]
(these are old screenshots btw, i will update them at some point)

Get it here!
version 1
(OLD)

VERSION 2
(OLD)

VERSION 3
version 3

this version is pretty much final for now.

Shadow,

I'm getting a 404 when I go to http://beta.xonotic.org/autobuild-bsp/so...0ec56c.pk3

Is the latest in the 4/12/2011 map pack? I posted a message in the troubleshooting section about a few of the bots spawning on top of themselves. I wanted to grab the latest map and and see if I still have the issue.
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#43
I have taken a bit of a break from mapping over the summer, but I will be getting back into it to finish up this and some other maps.
Master of mysterious geometries

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#44
ok, I'm back to mapping, and am working on a visual update of solarium, to add more color and variety.

http://beta.xonotic.org/autobuild-bsp/so...1d182b.pk3

would appreciate some feedback here.
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#45
Looks good! Smile

There are still some minor texture alignment problems here and there.

Use a target_position instead of a target_location for targeting a trigger_push. Target_locations are used to specify a location in a map.

There are some brushes which need to be caulked more efficiently.

I would appreciate VIS-optimization.
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#46
this map is pretty awesome Big Grin
He can talk the talk, but can he caulk the caulk?
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#47
I've been playing a fair bit of 1v1 on this map recently and really like it.

[Image: xonotic000232.th.jpg]
The textures on this bit of grass are quite stretched (it's even more apparent with lower texture quality).

I think having the nex, mega health and mortar all close to one another makes it a bit too easy to control the map just staying around that area, occasionally venturing out to the mega armor. I'd suggest maybe swapping the mortar with the electro to try to change this.

It might also be nice to add a ramp jump near the spring, to make it easier to get up to the level of the crylink without having to laserjump or slow down for the spring.

Nice map. Smile
[Image: 769.png]
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#48
(09-08-2011, 08:27 AM)harry_ftw Wrote: The textures on this bit of grass are quite stretched (it's even more apparent with lower texture quality).

its one problem with patches, readjusting texture is incredible hard

(09-08-2011, 08:27 AM)harry_ftw Wrote: It might also be nice to add a ramp jump near the spring, to make it easier to get up to the level of the crylink without having to laserjump or slow down for the spring.

in earlier versions there was a ramp
<Samual> I am the most unprofessional developer ever
<bluez> halogene, you make awesome music, but you have no clue about ctf.
<Halogene> I didn't know mappers include some mysterious waypoints so members of the BOT clan can navigate a map?
<divVerent> if you don't pay for a premium account, your movement speed is limited to 100qu/s
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#49
Woohoo! The latest version didn't blast a hole in my GPU!
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#50
dang. i guess I will need to remove some of the optimization then :p

heads up, the version here is no longer the latest, and I probably won't post an update for every minor revision. if you want to make sure you have the latest, just check the list here:
http://beta.xonotic.org/autobuild-bsp/?d
Master of mysterious geometries

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