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2008-09-13, 1:42 PM #1
Update:[/i]
The level featured in this thread was released as a JK MP level in June 2009 and it should be available from these locations:
http://www.moddb.com/mods/todoa
http://www.massassi.net/levels/files/3107.shtml


[http://www.jkhub.net/project/screens/project-462-BjHZ8Iy5KR.jpg]

[http://www.jkhub.net/project/screens/project-462-6WfqnaIXuO.jpg]

[http://www.jkhub.net/project/screens/project-462-Wcdyam64mz.jpg]

Seriously, the level is pretty laggy and I haven't really worked on any gameplay either. That's what happens when you don't edit post-2000 games for most of the decade. Bah!
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2008-09-13, 3:05 PM #2
This makes me feel all warm and fuzzy inside.
Dreams of a dreamer from afar to a fardreamer.
2008-09-13, 3:58 PM #3
christ i thought JA for a second!!
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2008-09-13, 9:14 PM #4
Impressive.
2008-09-13, 9:26 PM #5
tags: Germany, Ham, Spheres.

I love this feature. :D

also sweet level. I wish real Nar levels had been completed before. coughsinecough
DO NOT WANT.
2008-09-14, 1:24 AM #6
No compliments from me, lest you become Narcissistic.

Okay, it does look rather gNarly.

The National Association of Realtors would be proud.
Looks like we're not going down after all, so nevermind.
2008-09-15, 12:11 PM #7
Originally posted by Krokodile:
No compliments from me, lest you become Narcissistic.

Okay, it does look rather gNarly.

The National Association of Realtors would be proud.


*shakes head* :suicide:

Looks awesomenessness
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2008-09-15, 8:54 PM #8
You lie, this looks like progress to me. I'm digging the exterior building shots.
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2008-09-18, 6:05 PM #9
JK looks a lot prettier from what I remember.

Impressive work, FGR :D
2008-09-18, 6:16 PM #10
delete and start over
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2008-09-18, 7:14 PM #11
I agree with MB. It's crap, delete and start over :P

Just kidding, it's fantastic, you'd better release it, I'm looking forward to playing it.
2008-09-18, 9:50 PM #12
Well, the title of this thread stems from the fact that it's actually pretty laggy at the moment. And since it's probably, uh, 25% or 35% complete, I guess something really needs to be done in order for the lagging and twitching to stop. NO idea what, though.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2008-09-18, 10:47 PM #13
I think a good idea would be to occlude objects or geometry that's not visible.

That, and are you running the latest JKUP? The lack of an adjoin limit kills JK performance.
2008-09-19, 12:52 AM #14
Naturally I'm running the latest JKUP, but I guess making a lot of the background stuff as 3dos would improve performance. Maybe at some point.

Wasn't there a cog or something that kind of disabled all the geometry that wasn't visible at the moment? Or some other hi-jink for that?
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2008-09-19, 8:31 AM #15
Well you could try the cog I used in Dead Cell 2... it flagged adjoins at a distance as solid so that you couldn't see through it.

I used it to give the illusion of depth in the walls up close, and at a distance disable them, it worked alright. Give it a shot and tell me if it works.

Dead Cell 2 Cogs

Adjoin Cog

Dead Cell 2 Level (Just in case the others don't work, I'm not sure which versions of the cog I used.)
2008-09-19, 12:07 PM #16
Hm, didn't notice any notable differences to gameplay without the cog, but I guess I should still keep it.

Also, I just tried to run the level with unpatched JK and it even refuses to load it. Fair enough :P
Star Wars: TODOA | DXN - Deus Ex: Nihilum

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