Flughafen FINAL released!


(poorme) #21

Granted rain seems to be getting used in every map these days, but it’s usually there for atmospherics, and it’s MEANT to obscure visibility!
Perhaps you’d like all maps set in the daytime and to not have buildings and other pesky things to obscure visibility? :stuck_out_tongue:

Finally though, I simply don’t understand where people get this misconception that rain affects framerates dramatically.

Even on the crappest of computers / graphics cards, disabling it is likely to have maybe 3-4 fps difference AT MOST.

Try it - stand still, let FPS settle. Disable rain. Don’t move. Compare FPS. Realise it makes bugger all difference :/[/quote]

I’ve a 700Mhz and i’ve already done this test.

And in certain place : i don’t move, i’ve 10FPS then i disable the rain and i’ve got 30FPS !
So for me the rain really affects the FPS.


(Drakir) #22

Granted rain seems to be getting used in every map these days, but it’s usually there for atmospherics, and it’s MEANT to obscure visibility!
Perhaps you’d like all maps set in the daytime and to not have buildings and other pesky things to obscure visibility? :stuck_out_tongue:

Finally though, I simply don’t understand where people get this misconception that rain affects framerates dramatically.

Even on the crappest of computers / graphics cards, disabling it is likely to have maybe 3-4 fps difference AT MOST.

Try it - stand still, let FPS settle. Disable rain. Don’t move. Compare FPS. Realise it makes bugger all difference :/[/quote]

I’ve a 700Mhz and i’ve already done this test.

And in certain place : i don’t move, i’ve 10FPS then i disable the rain and i’ve got 30FPS !
So for me the rain really affects the FPS.[/quote]

What kinda graphics card u got?


(poorme) #23

GF4 ti 4200.
My PC is not really “balanced”, i change it ASAP.

The rain does not affect the whole map, but in certain place where there are many things to display (near the tank for example : 2 towers and many buildings), the rain affects the framerate.

When I set cg_atmopheric = 0 , the average framerate on the map is very near if cg_atmopheric = 1 (0->5 FPS) but in certain place the rain can slow down more than 10FPS.

The main reason, why i don’t like it, is the bad visibility.


(Spookstah) #24

Drakir i agree with you that a well greased door wont make much noise but we are talking about stealplated doors which make atleast some noise when you open them (click) and a slamming noise when they are closed, maybe (if you like the idea just to give them these sounds) i can make a sound for you with the click and the slam.

So a click when you open it and a steal/concrete slam when they do close and not that awfull swinging noise :banana:


(Fenris) #25

Hm, I think I have a more worse bug than some graphic glitches, the map will not end when the timer reached zero in case no team has achieved objective. Gets kinda tough in campaign mode… :smiley:

http://pub.alxnet.com/forum?id=1098353&function=view&top_id=2250005&mess_id=2250005&c=0&password=


(DeAtHmAsTeR) #26

thats meant to happen

the map only ends when one team wins.


(chavo_one) #27

To expand on what deathmaster is trying to say, dual objective maps go into sudden death overtime when the clock reaches zero. By definition, one of the teams has to complete their objective for the map to end.


(Wint3rS.LZ) #28

It remember me to mp_depot, the map didn’t finish there until some one team complete the mission


(Miles Teg) #29

Regarding dual objectives in general (I haven’t managed to play this map yet):

  • If the map doesn’t finish when the timer completes, what does the timer show? Or is it just there because it’s easier to have it there than not?

  • Would a dual objective map that made one (pre-defined) side win when the timer ran out work? It would make that side sort-of defending, but with the option to win early by completing their objective.

Sorry to take the thread off-topic a bit.


(chavo_one) #30

Basically this is controlled in the scripting. In normal maps, when the timer hits zero, the script sets one team as the winning team. In dual objective maps, the winning team is not decided by the timer in the script. So yes, you could set up a certain team to win when the timer hits zero or when they complete their objective, but this is not in the spirit of dual objective maps. They are supposed to be even for both sides.

I don’t know if you can set the timer to zero in the script at the start of the match or not.


(Fenris) #31

Hmm, but the betaversion ended when the timer reached zero did it not ?
(Or was it simply that one team always won it then ?)

If it should not end at timer, does anyone here have any thoughts as to how to use it in campaign, it will not work early in an 8map campaign that’s for certain :wink: but it could possibly work as last map, when everyone has maxed out skills, then some team may be able to break through even if the teams are uncoordinated enough that half of the team just runs around without knowing anything :slight_smile:
Thought ?


(G0-Gerbil) #32

You can set the map timelimit through scripting, although server config can override.
Scripting also controls who wins - so you can have any map (not necessarily a dual objective map) continue past the zero time limit.

Why you’d want to have a map only one side can win unless people are prepared to play for hours and hours (assuming it’s hard to win!), I dunno, but it’s all possible.

The joys of scripting :slight_smile:


(Fenris) #33

Hm, I think you’re misunderstanding me, I’m not the map creator, I only want it to end when the timer goes down to zero, otherwise it will not work in the campaign, as people will not stand for playing it for longer than 30 minutes, the onehour+ match was way too long if you ask me :smiley:

Is there a way to override map defaults from the server to make map end with for example axis victory if time limit is reached, and if possible do you happen to know how to do this, or does this require a map change ?


(Drakir) #34

One thing that would be really nice is that if the maps goes into overtime, it should change to LMS mode. Dont think it is possible though.

I thought about making 1 team win when time ran out, but that would end up in 1 of the teams really dont have to finnish their goals. Just defend.


([rD]MrPink) #35


I get lots of blue thingys

Strange texture on side of door

I can plant mines on the cobble stone.


(*[SfS]*OpTeRoN) #36

That’s a really cool idea!
I like it a lot!


(Drakir) #37

Well cobblestone is just stones on soft ground, at first i didnt have that possible, but i thought that the Allies would want to be able to defend the objective with mines.

So i thought about it for a while and then realised that cobblestone would actually be the perfect disguise for mines. Place a mine under a stone and when someone steps on the ston…BOOOMBARABOOM :smiley:

About the missing textures on the door, NOTICED!


([rD]MrPink) #38

Sorry, I didn’t realize it was noticed, I was too lazy to read the entire thread. oh, I forgot to mention that its an awesome map too, lol.


(Fenris) #39

What about with shrubmod is it possible to add custom config there ?
Or possibly if not LMS, is it possible to declare a no-win and just end the match anyway ?


([rD]MrPink) #40

One of the teams HAS to win, otherwise it’ll just say Axis won. Setting the number to 0 or anything thats not defined I mean, will just go default to Axis.