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impossybull last won the day on July 2

impossybull had the most liked content!

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  1. It would reduce usefulness of impact grenade, is one thing.
  2. If you just read some of the posts in the last month you will see additional context for kind of what is happenin’ β€˜round here. Unrelated, but OMA is from Latvia so he often comes off as matter-of-fact, and also not everyone here (including me) has the time or energy to write detailed, long responses to every post. πŸ˜€
  3. There's not, but OMA is working on things like WebGL version and Map Editor right now so stuff relating to that will be more helpful in the short term.
  4. A bit of explanation: On the old editor, all of the textures had the same scale. You can see here this concrete wall looks very repetitive because the texture is repeated many times. Similarly, you can see I made these buildings have a bunch of detail so they would not look too repetitive. Old editor also had texture bleeding: you can see the yellow lines there because the texture next to that metal roof texture was yellow. New editor will not have these problems. Also, old editor had relatively low texture resolution: And again, you can see the texture bleeding on the brown carpet (and other things also):
  5. Mostly, and the rest I will Google. 😁 When I get home (about 10 hours) I will point out flaws, visible in my above screenshot.
  6. Would it be possible to do a combination of the two? Have grass material with texture atlas of grass textures, stone material with texture atlas of stone textures, etc.? Then there would only be a few different materials... but I don't know if this is a good idea, I just thought I'd mention it.
  7. no triangle, but nameplate might be useful
  8. I think chat is pretty obvious already, I don't see a reason to add a sound per se
  9. I think he is talking about the mantle animation? Also Yoda, write a better explanation next time than πŸ™‚
  10. The thing is is that the map files are <100 KB mostly, but my texturepacks on the old editor are about 2MB / 64 textures = 31 KB per texture average. So having any map-specific textures would greatly increase the size of the file. Even as a jpg, it is 10 KB per texture. But having texture files just come with the game, it would only be 1-6 bytes per object (base texture and any sides with different textures) to have 256 texture options (1 byte = 256 values). I think it's doable and I'd really like to see it added; only question is what textures to include. Only other thing to consider is *maybe* performance is better optimized with the Prototype textures, but I feel like it would make no difference if anti-aliasing is off.
  11. impossybull


    I assume just temp ban?
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