Atomm, that would be sweet. Quake Con sounds like fun, if not stinky 🙂
Thanks for the quick responses guys. This version is still the official Beta as it really needs testing to see if it will hold up online. I'm very worried that it's gonna fail the population test. The good news is that fixing lag should be easy as it's going to mean removing and not adding stuff. I can also release the overgrowth to draw farther and spread out to lessen it some more. There's also multiple instances at every flag of jeeps and tanks, which can really be dropped down to about one of each type at each location. When I was first making this, I had 6 tanks, 6 jeeps, 4 helos, 2 ZSU's, 4 scooters and 8 Artillery pieces at the main flag alone. I wanted it to be an almost impenetrable defense once captured, but it lagged SO bad when you were up near the flag (looking down) that I killed 60% of it. I also changed my mind about it being that hard to capture and left it almost completely wide open. But still, it's going to be really tough to take once it's lost due to how open you are when actually capping the flag. I took a stab at concealment in the fog objects, which I doubled as clouds and it semi-works. Pretty much, you can be sniped from almost any location on the entire map while trying to get it, so I may have to rethink it if it really is impossible to take.
The shadows are pretty temporary right now. The raytracing from BCV is pathetic and I didn't have the willpower to start it at production quality as I heard it didn't produce much better results. So I actually doctored and merged them each by hand and I got a much brighter result. They are still pretty fuzzy and kind of ugly at the moment.
The thumbnail and load screen are still considered temporary. I was going to draw up a whole big thing with this and that, but I'm very lazy zzz
The ground fog is much thicker at the NVA base and that was done on purpose. There's different levels of defense/offense/jungle and visibility at each spot that I was hoping serve to round out a nice overall balance. The actual effect used is simply the DMZFog object right now, but I'm planning on creating my own ground fog that is thicker, brighter, lower and more dense like a marsh or a horror movie. I still haven't been able to locate the actual files I need to edit yet.
You will find a few spots with floating objects. Mostly, it's the foliage, but I think I may have missed a few lightsticks and I'm remembering a bunker at the US main which could use a little less in the Y. My plan is to make a new type of foliage to cover the steeper parts of the terrain.
Oh, and the jump that I mentioned before is back and working like a charm. BUT! Yes, there's a big smelly but here. If you have lag, you won't live. I guess the prediction code combined with lag actually causes the throttle to skip because you fall short. I found this out when I forgot to turn the graphics down while testing from BCV. But if you're running smooth, you land with just under quarter life lost.
I also threw in a VERY temporary jump at the NVA base. It doesn't actually perform as a "jump" right now. I had to dumb the air time down like crazy because it was just getting way too late.
Oh, and the flags in the load screen don't match the ones in game 🙂 I'll fix that after testing.
Oh, and the Pagoda/Temple combo came by total random accident and just happened to look like it would work. So I left it in cause I kinda liked it. It concealed the flag into the back "yard" of the base so that's a plus.
Oh, and I had this awesome idea. Man, it was gonna be hilarious but I couldn't do it. I wanted to make a labaratory inside one of the buildings that you could see into, but not actually reach. The USbuilding has rooms like that. I was going to put a MiG spawn in there with a low life length while outside of the flag radius, so it would spawn and then keep blowing up over and over again like a mad scientist's lab. But the stupid windows in the buildings are open by way of transparency in the texture, not modeled, and the game apparently won't render objects that spawn through the backside of a one-sided polygon. Ah well. I used wreckage instead so it's not as funny, but it's at least there.
So there's my full-on release news 🙂 . Thanks for providing an avenue for testing and feedback guys. It really does make it worth spending the time. I haven't even bothered mentioning this on PBF yet. I'll wait until it's totally final and working like it should be. Are there any other places I should consider releasing it while it's still pre-testing? I assume Doomlab wants final maps. I'm just not sure who else other than you guys is willing to actually test maps.
By the way, you guys play as a clan on a regular basis? I'm sans clan and I (very humbly) freaking rock at this game.