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K
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Post by K » Wed Feb 01, 2006 10:50 pm

LOL, You might need a new glide driver?
Download that dll and you should be fine. I guess its something you didn't install.

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K
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Post by K » Wed Feb 01, 2006 11:00 pm

About the fog thing:
Cardi wrote:You can change it in unrealtournament.ini. Depending on what renderer You use, just change VolumetricLighting to true under the corresponding renderdevice ( software, glide, opengl, direct3d etc...)

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a nameless entity
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Post by a nameless entity » Thu Feb 02, 2006 12:03 am

kortniechan wrote:Yup thats is the setting.
Look here: http://www.planetunreal.com/inoxx/tweak/uttg3.htm

To enable fog in UT :
Access the Unreal Tournament advanced properties by typing "preferences" in the Console.

Then go to 3DFX Glide support >Volumetric Lighting >"True"

I enabled it a while back when trying to tweak my UT . It makes a huge difference! So do other options in the advanced prefrences. Read that guide. Its verry helpfull.
Let's not forget that 3dfx Glide is only for Voodoo cards. Scify, if you are using OpenGL then be sure to go and get that latest .dll file.

http://cwdohnal.home.mindspring.com/utglr/

If you're using D3D then make the changes under that tab.

Or you could alter your settings in the Unrealtournament.ini file, but that is more complicated.
I'm a man........but I can change........if I have to........I guess

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Scify
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Post by Scify » Thu Feb 02, 2006 12:13 am

It said it missing glide2x.dll Is that Voodoo cards. If that for Voodoo cards. Ut be crash OUCH.
Thank you nameless save me from headache
" If I had a brain, I'd be dangerous!"

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a nameless entity
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Post by a nameless entity » Thu Feb 02, 2006 12:31 am

Scify, do not make any changes under the 3dfx Glide tab in your game. You have an Nvidia card, so you should be either using OpenGL or D3D for your graphics renderer. If you have made changes, then click on the restore defaults tab.

Is the game able to run at all now?

You can follow the advice on that web page for OpenGL by looking at the 3dfx tweaks page, and then doing the same things under the OpenGL tab. That should work ok.

Of course if you are using D3D, then follow the tweaks advice on the D3D page. :wink:

But as you no doubt recall, OpenGl with that improved .dll file and the textures from the 2nd cd make the game look so much better than D3D ever could. :D
I'm a man........but I can change........if I have to........I guess

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Scify
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Post by Scify » Thu Feb 02, 2006 12:39 am

Thanks Nameless and kortniechan

Image




Image
" If I had a brain, I'd be dangerous!"

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K
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Post by K » Thu Feb 02, 2006 12:16 pm

Yesssssssss! Thats how it's supposed to look!


Do you all use the Translocator on CG?
I dont remember if you did or not. It's been a while since I always get my ass handed to me when i pop in.

@Herm and everyone!
Do you see anything else that needs to be fixed?
1.add invisable collision wall - so players cant go on top of terrain.
2.Fix screen shots so text doesn't overlap. {done}
Last edited by K on Thu Feb 02, 2006 11:53 pm, edited 1 time in total.

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The Jargonaut
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Post by The Jargonaut » Thu Feb 02, 2006 7:08 pm

I have yet to play this map. CG is always packed and folks never vote for it.

On another note, I think Deemer Box is building a following. People seem to like the run and gun style of it.

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Scify
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Post by Scify » Thu Feb 02, 2006 10:12 pm

I send you convert one Jarg
" If I had a brain, I'd be dangerous!"

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K
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Post by K » Thu Feb 02, 2006 11:52 pm

ok, doh K

I have a new fixed version. The screenies have the text at the top so the Author credits dont overlap the screenie text.

Also fixed the standing on top of the mountians. If you go up there now you quickly loose health. Nobody will be camping up there. lol


I need to know any other changes that need to be made so i can zip this and send to herm.

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Hermskii
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I do I do

Post by Hermskii » Fri Feb 03, 2006 1:38 am

I have a couple suggestions. I'll email em to you. Later!
~Peace~

Hermskii

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The Jargonaut
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Post by The Jargonaut » Sun Feb 05, 2006 2:01 pm

Well, I finally played it. Gotta say that I am REALLY impressed with the map as a whole. I do not like maps that are huge in size but this one is different. I think that only the BEST players are able to succeed at this one. It is fair and equal for everyone. For example, lastnight we had a full house playing on it. Silent Bob CRUSHED everyone on the map. He hit 30, the second player had a little less than half of his score. This is a guiders map. Even with the alter in the middle, there is NO way to be able to spray. Just not possible.
I do have one gripe. The boots. Thunder boots are a pain and useless. Ditch them.
Heavens boots are awesome. I am debating this one because when you land, you automatically die. This is a good tradeoff as you can spray from the air and get possibly more frags than your death. Still, is it possible to make it to where the boots protect you from falling from great heights? I think that maybe if you can get two jumps in instead of one, it would be much better.
The regular jump boots are useless. Replace them with the Heavens boots. I did not get to try out the other boot type.
The underworld was awesome as well. You did a fine job there, Kort.
My question. Can the alter be raised to the height of say the mountains? I believe that this would be good in giving the sprayers a chance to do their thing while having to defend that position. It would be a great thing to have to constantly explode deemers close to your position while spraying to get the frags. Also, you are vulnerable to someone else teleporting up there and killing you with the translocator.
Your thoughts?

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LePoLoo
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Post by LePoLoo » Thu Feb 16, 2006 8:19 pm

Finally played it too !!! Nice job ! that map is cool to play!! and beautiful
Iwon for my first trial so I think it's a great map LOL
Too much lag ? go fishing...

}<(((((°>    }<(((((°>         }<(((((°>   }<(((((°>     }<(((((°>             }<(((((°>       Image

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Hermskii
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Yep

Post by Hermskii » Thu Feb 16, 2006 9:24 pm

Great map. I second Jargs remarks.
~Peace~

Hermskii

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K
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Post by K » Fri Feb 17, 2006 12:56 am

Damn , Thnx you guys.

It makes me very happy it is liked so much.

The thing about the perch height. . I didn't make it realy tall cause i wanted players to have a reverse flow. You can go through the underpart to get the invisibilty , or you can get lucky and pickup the jump boots and bounce up there.
Also I am realy a noob at makeing skyboxes, But i had to maintain the illusion the mountians in the background look real. If you go high enough you can see the floor of the skybox , that ruins it i think.
If the perch is higher you could grab the boots and jump realy high out of the map.

The thunder boots :lol:
These are staying lol, but i just wish someone would help me get them to be louder. They are supposed to be loud and give away your location when you walk. Encourageing you to hide and guide.

They have to stay in the map to keep balance. Two favorable pickups , and two unfavorable. One ecourages guiding, the other "heavens boots" encourages spay prey.
The heavensBoots have to kill you or they wouldn't be unfavorable.

What do you think about the # of times you can jump with the regular jump boots? Should it be increased. I think so?

I'm still trying to find a way to stop players from perching on the mountians. I have a newer version of the map with a few changes, and some health drain if you go up there. But if you use the heavens boots you can reach that height as well. I gotta mess with it some more.


Any more suggestions?

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