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Post Posted: 11 Mar 2010, 21:25
Darkon wrote:I thought that BfNP would have a 'fix' for the nodecount.. so that you could build beyond that... what's gonna happen with that? Or does RD have something similar?
Darkon wrote:And what about the light effects.. (saw that in a leaked vid..afaik I only saw that one besides the BfNP team).. I mean, will just the maps, sounds, music, textures be "moved" to RD, or also some technology? (just curious.. may not be the only person curious about this)
Post Posted: 11 Mar 2010, 21:48
Post Posted: 11 Mar 2010, 22:29
Post Posted: 11 Mar 2010, 23:04
sana wrote:I guess that's another couple of years to see BFNP content being released, then. Honestly I would have preferred to see those maps in a more classic Unreal experience, even if it was a Deja Vu 2. The obvious advantage would be not requiring all the work a Total Conversion such as RD encapsules, thus reducing effort and time required to bring it to a playable state...
Post Posted: 12 Mar 2010, 20:16
Hellscrag wrote:Any playable release of the existing BfNP content would require considerable time and effort to produce anyway. Developing the content for RD, on the other hand, would offer the advantages of there being a substantial game framework already in place, a degree of additional urgency to motivate work and, potentially, additional manpower (not least Prophet himself), not to mention commitment in general from an existing dev team.Based on our previous BfNP-related announcements, it would honestly be foolish to expect any BfNP map content to put in an appearance prior to the release of RD anyway. This way, if this all goes ahead, you will get a better quality and more coherent gaming experience, potentially considerably more quickly.
Hellscrag wrote:The subleveling system is obviously the more cross platform-compatible solution. What concerns me is that a lot of the BfNP maps that are cresting the node limit can't actually be subdivided in that way - in pursuit of conceptual grandness, they are often conceived as a single interlinking place rather than a series of places, and some have a non-linear layout.Proph - I'm trying to achieve a build of the Coastal Fortress with nothing invisible / missing, but I'd forgotten just how bad things were getting, node-wise. Fingers crossed I'll be able to do it.
Post Posted: 12 Mar 2010, 22:27
Mister_Prophet wrote:As for the Coastal Fortress, I eagerly await a viewable version
Post Posted: 13 Mar 2010, 06:50
Post Posted: 13 Mar 2010, 10:50
Mister_Prophet wrote:Well I can take a look at the working version and see what's what.
Post Posted: 13 Mar 2010, 13:19
Post Posted: 13 Mar 2010, 20:08
sana wrote:I just recently hit that mover disappearance bug when I tried to make a kind-of-destructible environment. I think the Unreal Engine can only show like 10 movers at a time. When I moved some of them out of the map, others randomly started disappearing...
Post Posted: 13 Mar 2010, 20:46
Mister_Prophet wrote:sana wrote:I just recently hit that mover disappearance bug when I tried to make a kind-of-destructible environment. I think the Unreal Engine can only show like 10 movers at a time. When I moved some of them out of the map, others randomly started disappearing...There are mover limits. Though, I don't know if it's what's in view as much as it's a general mover limit.
Post Posted: 14 Mar 2010, 10:20
Post Posted: 14 Mar 2010, 10:33
Enigma wrote:Mike, if you want to upload the map to the bfnp ftp I'll run it through my tools and see if I can clean it up for you.
Post Posted: 15 Mar 2010, 22:09
Post Posted: 15 Mar 2010, 22:19
Enigma wrote:I'll continue to investigate, but it may take some time. My next step is to sum up the number and types of objects in the export table and see if anything is obviously wrong and then try and track through the bsp tree to see where I'm getting the geometry wrong and why.
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