That was my first problem when I tryed that but it´s aKlofkac wrote: Are you saving CVars in clientside script?

non clientsides script will save on players ini the server values of it and not your values...
That was my first problem when I tryed that but it´s aKlofkac wrote: Are you saving CVars in clientside script?
Actually, because server will call the script and the console command, it will be set to the SERVER's configuration.ibm5155 wrote: non clientsides script will save on players ini the server values of it and not your values...
Thx, it's just the begining, I'll add many thing do make it like a real labs, like some experience ( In a room someone like zombieman will spawn to be eaten by a big monster like a big zombie dog ).Mr.Man wrote: Looks really nice. I havent done a ton on zm10, i pretty much have it at 45% right now. Since i'm not really motivated in zm10 i decided to start another ze map. I had a ton of inspiration, thats why :L
The map is called CityScape right now, and i put it on ze28, since it was free, and i haven't seen anyone use it :L.
It's a bit story like again as in canyon run. You spawn in a forrest like areas and need to move forward alot into the city. In the city, you need to reach the roofs onto the desicnated area. This is the special this about my map. The reason why it is is because you ahve a big city with tons of wais to reach the roofs. This way its balanced in my opinnion, and you ahve a lot of time to explore too. So far i made it to the city gates and i'm going to work on it now.
Spoiler: Screenshots (Open)
Amazing, I suppose this map will be like a giant labyrinth.Guardsoul wrote: Well, well,
looks like that this is active again (in the mapping meaning). You can also add some specimen chambers just to study all monsters that have been catched (for scientists :P).
New set of screenshots of my map. Progress: 30%.
Spoiler: Screenshots (Open)
Yes, a clientsided script that executes a Function void.Klofkac wrote: Are you saving CVars in clientside script?
More or less, here it is the layout right now: 2700 sectorsfr blood wrote: Amazing, I suppose this map will be like a giant labyrinth.
You are not true. Take example of sector craft or KGBUILD. I lagged there always when I looked down or up.Dr.Robotnik wrote: Fortunately, a considerable amount of lines or sectors incorporated into the map will not have an effect on the game's performance.
Indeed, placing an excessive amount of lines or sectors inside a map will potentially cause the game to slow down, but in this case, I was referring to maps that use an appropriate amount of such things. A map with less than 3000 sectors is good enough for everyone.Klofkac wrote:You are not true. Take example of sector craft or KGBUILD. I lagged there always when I looked down or up.Dr.Robotnik wrote: Fortunately, a considerable amount of lines or sectors incorporated into the map will not have an effect on the game's performance.
And, a lot of early versions of jumpix 2 maps were lagging me, yet they don't have synamic lights or 3D floors.
Visplane overflows, anyone?
Yes, when you see a lot of different sectors or lines, it makes a performance impact. I can make an example wad.