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Handepsilon

Totem Arts Staff
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    2007
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Everything posted by Handepsilon

  1. what.....? Some dude halfway mentioned he didn't speak english.... That's.... that's just.... dude, everyone speaks in English in the mic, why he didn't tell you earlier, I will never know
  2. I dunno if this will work, but have you tried creating your own SeqAct action? Set Variable doesn't seem to be reliable imo
  3. Which part doesn't work? I thought we've cleared that out?
  4. Importing as an existing file name seem to be able to overwrite the asset Perhaps you should get Audacity and convert them to .ogg? Speaking of performance, my performance drop only when I enter the game as a player (not as spectator pre-game, which is relatively smooth). So you can start looking on that as well. We probably need to have an 'Optimization analysis thread' just to point out where and which part does player start lagging. Player with low spec like me can detect quite easily
  5. oh, yes. I saw this one once. I think I was in the game lol at my quote. But yes, Mammy is useless on that distance. Hovercraft is so OP, even moreso than Lolbelisk in Eyes
  6. Mines... Mines...!! MIIIIIIIINES!!!!! REMINE EVERRRRRRRYTHIIIIINGGGGG!!!!!!!! transition of marathoner to AoW server is always a disaster
  7. I don't think size is the problem because Coastal never crashed. And Nod harvy route is super long, even more so the battle route
  8. Pewd played 4 hour marathon??? Or is that just a wicked imagination?
  9. There's a screenshot topic, but...... it's not so popular for some reason SBH and infiltrators beware, there is tiberium leak on the refinery loading bay. Our technicians haven't managed to fix this as of yet But.... but I'm over here! How can I be over there too?? (result of testing new mod in TheMatrixRen AOW []) You shall never see such togetherness among snipers Someone's being weird....
  10. I notice that 64 bit is rather broken. First there are warnings about dlls. Second, sound is broken in sdk PIE, but not broken in 32 bit. Also experience lags when playing with 64 bit
  11. Nicely done, I'm going to give the map a shot later
  12. yea, tried to make it shiny. maybe I should turn it down lol I see someone's having fun in physics class today
  13. Read above post Ah, right. Forgot that detail Will also try to fix C130 clipping through Refinery
  14. Too bad. I will be have a map called CNC-Obscured The amount of fog, DOF effect and lack of light will be real
  15. It was much more complex back then, so complex that the bridge was near unbreakable because the support plank can't be pushed away, lol BTW, tiberium floated because.... well, I kinda try to fix the flickering terrain and raised all the terrain. so yeah. will fix later
  16. Erm, Just as you said that I reuploaded to another place lol
  17. I dunno, my tinypic account is suddenly broken for some reason after I uploaded these
  18. DOWNLOAD LINK Beta 1 : https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Chasm is a Walls/Canyon-scenery map set on high cliff. Both bases are connected with at least 7 ways, 2 of which are infantry only, another 2 are mainly vehicles, and another 3 are for infantries, but accessible by vehicles with huge risk. Base has one entrance only without back door (atm, there isn't any plan about another entrance yet). Each bases only has 3 main buildings. The field is separated by cliff with deep chasm below. Upon entering the field, there will be 4 planks of wood forming small bridge driveable with humvee or buggy. However, the 2 planks, each holding up the bridge from either side, are not stable enough to hold it for long, so it's advised to leave it for infantry only, unless one is to remove the path by weighting it with vehicles. Next to it is narrow passage way, also accessible by smaller vehicles only, and several kind of smaller tanks, but it's very likely for them to drop down the cliff before making it to the other side. Taking a bit longer path to the other side, there will be wide plank for Mammoth to drive, with a bunker guarding each side. rocks are placed as a stabilizer, but will likely to fail once the plank's other end is weighted. Tanks can remove it and effectively remove the path and if timed well, can annihilate a reckless rush with one swoop. A safer way will be through the tiberium field and the pass next to it. Tanks can pass the tiberium field while infantry can go to the forked pass. Bear in mind that the pass has a higher position enough to strike the tanks below. Next to the tiberium path is a long cliff path circling the cliff on the upper ground, usually lucky tanks will land here suppose they fell from the upper ground. This path is relatively risky to be used as main route, but infantries and tanks that fell might be saved by this path from falling to the endless chasm below Notice : 1. Physics-based bridges and rocks might jitter in online play 2. Harvester might still derp, but recent test seem to show good result
  19. Crash or DDoS? The map does feel unoptimized tho, DaK
  20. We don't have that 7x TS crates. And nobody's adverting it anymore. It was just quite a trend during its' appearance. And I dunno if we (TmX) ever did that. We tried, I'd admit it, but in the end we are stuck with low chance of TS for some lousy reason in the config files. TmX never wanted the server with lol chance of TS crate, just a little boost so it's rare but not so rare
  21. That happened to me once after I copied the landscape for tunneling. Because it kept doing that I scrapped the idea. Memory problem?
  22. True story, especially if you're not too good at speaking English Speaking != Typing
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