tehace

Testers
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Everything posted by tehace

  1. as for the thct1 thing video, that pillar sticks out and it does have angled brushes as clips around it so you're not stuck on it, I've tried extending it to the very bottom so you can't get under it but then you can feel it sticking out below which felt more annoying. If this ever become annoying as it is now I'll remove the indent of that pillar completely. Thought I used the proper materials for armors aka corresponding to the armors they suppose to represent. The whole thing with putting letters in major items was an experiment, I'll let it slide for a bit, if it would still be annoying after a while I'll remove those.
  2. Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=900335975 map page - http://thc333.com/reflex/#fifteenth direct screens - http://thc333.com/reflex/thct1/index.html
  3. thanks, Im glad you enjoyed it. You might experience performance issues but most of it is probably due to sparks collision that should be greatly improved in the next patch, so I'll have a look at other things that might cause issues after the update would go live, also the sunlight is supposed to be turned off but the option for that is also going to be implemented in the next update (sunlight does influence the performance as well).
  4. http://steamcommunity.com/sharedfiles/filedetails/?id=900335975
  5. no its not yet, it would probably be if it wasnt for performance issues... rip the dreams.
  6. optimization in progress lol
  7. Not sure, people complain about 421 performance but it has lights that are both pointlight/spotlight with shadows turned on, if you add people's ultra settings the number of verts skyrocket for no particular reason as there is barely any difference (some lights have some geometry to actually use the shadows ON but it feels like it ditch the performance heavily). I've posted that thct1 screenshot the other day, we were just adding things as usual and suddenly we ended up with 12000K verts with just half of the RA room done. After removing godrays, turning shadows off of lamps, removing some meshes that could be created with brushes we managed to lower the verts count to around 2500K, basically more than doubling the fps. I've talked with shooter the other day and he promised that he would add an option to turn the sun off for maps that don't really make use of it as it further improves the performance (without the sun I'm around 1000K verts so that's like 10% of the initial geometry we had and less than half of what I have now without touching anything). More on the topic I think there should be a 'default' demo on a well-optimised map that people could run with something like timedemo 1. It would be cool if the summary screen would give you detailed info about frames/gpu/cpu usage
  8. this might take a while
  9. catalyst /ˈkæt l ɪst/ noun something that causes activity between two or more persons or forces without itself being affected. results of the minicup - http://challonge.com/25zmijbf map page - http://thc333.com/reflex/thct7/index.html I'll have some vods posted next week once I settle in new place. I'll post them in this topic when I do. VODS from the games of the minicuup that werent streamed - playlist https://www.youtube.com/playlist?list=PLb6M5NnERqFkEyloXgsNNoaSyUXRbTmKk Seems fitting. There is no download link, the map is the same as is available as thct7 but after we've given it visual style. Here is a preview of it - http://thc333.com/reflex/thct7-catalyst.jpg Im in the process of scheduling a minicup with some of the players to have a round robin BO3 small event after which the styled map will become available. I'll update this topic with all relevant info but we're looking most liikely at thursday 22:30, if anybody would like to stream this it would be awesome if not I'll just post vods as usual.
  10. with a bit fucked up UI ;p
  11. ill post more as they upload
  12. The initial layout was quite fast but all the small details are cloging the development. Last night we tried to figure out a good YA placement but as you can see from the video https://www.youtube.com/watch?v=pwAEjW2wLow it didnt go as planned (although we find a tiny bit earlier that you can delete players). There are some videos on my yt channel from its play-testing. I guess the development is bound to be slow if you invite two people obsesed with movement and all they do is find the most useless and ridiculous jumps (hey mazu/jukebox) surely the worst community ever. Just to sum it up, feedback so far have been: too fast, too slow, too closed, too open. On more serious note im quite pleased with the movement and overall flow, still not 100% happy with item placement / spawn locations. I'll post a basic prototype look download link once we're done with those, you can find the map on tphosts/haxan as thct6-vX where x is the version number, as of this writing we're at v4.
  13. updated darker water quite a few clips removed angled brushes you could stand on in the air couple of leaks
  14. yeah I have like 20 files with this map already
  15. - The ledges are there so its easier to drop down there and not be instantly pushed up, its a bit weird because there was only one time when I didnt hit the jumppad but I did move on this map a lot so I guess its something you have to keep in mind. - yeah, we moved the brushes but probably forgotten about the target, doenst break the map that much so I'll write it down for the next set of revisions thanks for noting. - I didnt wanted for it to be insta back if I got this point right. - for 50hp, you can grab it from both stairs that leds up to above RA and those small that goes a bit up to YA and the TP jump is also doable.
  16. fun fact file size: 6.666 MB ;D
  17. can it read the alias off of workshop?
  18. the initial upload is complete - http://steamcommunity.com/sharedfiles/filedetails/?id=635026343
  19. a quick update as something went totally wrong... after I found that bug and somewhat fixed it by selecting 3235 brushes and making it a prefab than breaking it I started to have all sort of crazy shit happening, firstly the map was offset by 2 in x and 4 in z but thankfully qualx was able to fix it quickly although the map size jumped from 2mb to 5mb and I've noticed that most of the prefabs were duplicated or rather duplicated and broken so I had a prefab and all the brushes that was making this prefab exactly over it as separate brushes, therefore I decided to roll back a version I had going over the weekend so yeah there is going to be some delay to what I initially expect tit to be ready, still should be good for next weekend.
  20. If all goes well we might have a showmatch happening on it before the promeus cup at Sunday.
  21. thanks, actually found two bugs already since yesterday