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Author Topic: The new mAAp Pipeline  (Read 19312 times)

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Offline Spanky

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Re: The new mAAp Pipeline
« Reply #60 on: Sunday, December 23, 2012, 13:22:08 PM »
I'd like to see what players prone in the grass look like too opfor. This brings a very COD4ish aspect to the game where one could hide in high grass. Interesting.

Here you go:




I've removed about 100,000 polygons in terrain foliage. Even on full settings with forced 16x anti-aliasing, I'm getting 25-30FPS at 720p with my ancient 8600GT 256MB graphics card. This map should be quite playable. Even with onboard graphics, going inside the building, FPS just climbs sky high.


What about old Pipeline delete in incoming update?
As ELiZ said, no original maps are getting deleted. This is off-topic but Urban Assault, Hospital, Tunnel and original Pipeline are getting a few bugs fixed and a few lighting tweaks. No sounds, objects or anything critical to gameplay has been altered.
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Offline eKC0mm

Re: The new mAAp Pipeline
« Reply #61 on: Sunday, December 23, 2012, 14:01:53 PM »
Lol well it looks like you'd be very well camouflaged to your teammates. Opfors wear black so they might be a little easier to see in the grass. But that's awesome. It adds a realistic dynamic to the game that hasn't existed in the past.
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Offline Possessed

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Re: The new mAAp Pipeline
« Reply #62 on: Sunday, December 23, 2012, 14:08:45 PM »
not sure but, he can make opfor use a green vest
These things I have spoken unto you, that in me ye might have peace. In the world ye shall have tribulation: but be of good cheer; I have overcome the world.
John 16:33


Offline eKC0mm

Re: The new mAAp Pipeline
« Reply #63 on: Sunday, December 23, 2012, 14:29:06 PM »
eh that wouldn't be good. for anyone lol
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Offline Spanky

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Re: The new mAAp Pipeline
« Reply #64 on: Sunday, December 23, 2012, 14:33:05 PM »
But that's awesome. It adds a realistic dynamic to the game that hasn't existed in the past.

Thanks :) I think it looks better than the previous grass:


A bit more... detailed, not just a dark green color. It'll be interesting to see how people use it for cover.
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Offline Koden

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Re: The new mAAp Pipeline
« Reply #65 on: Sunday, December 23, 2012, 15:43:52 PM »
not sure but, he can make opfor use a green vest

That can be done but friendly fire issues would become a standard unfortunatly (all of the missions feature a pretty much standard uniform sets for US forces and opposing forces so while it can be done it's not practical). Original maps also featured more dull colors so i guess that it hasn't ever been an issue.
« Last Edit: Sunday, December 23, 2012, 15:54:30 PM by Koden »

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Re: The new mAAp Pipeline
« Reply #66 on: Sunday, December 23, 2012, 16:25:57 PM »
Messing with hue and saturation in ZoneInfo really makes areas come alive:

Grey and flat looking break room:


Bright sunlit yet dusty/hazy north pump room:



Dark and dirty yet detailed exterior:


Very dramatic, dark, red-only tunnels:


Bright orange morning sunlight outside:


Dramatic fluorescent-lit yellowish bathroom:
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Offline Jason

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Re: The new mAAp Pipeline
« Reply #67 on: Sunday, December 23, 2012, 16:39:15 PM »
the bathroom looks like it would be from a Saw movie haha  :up:

Offline Spanky

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Re: The new mAAp Pipeline
« Reply #68 on: Sunday, December 23, 2012, 16:42:04 PM »
the bathroom looks like it would be from a Saw movie haha  :up:

The dead guy in the shower didn't want to play the game :(
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Offline -[unR]BENDAWICH

Re: The new mAAp Pipeline
« Reply #69 on: Sunday, December 23, 2012, 16:42:17 PM »
North pump looks immense

Offline snBcrPepe

Re: The new mAAp Pipeline
« Reply #70 on: Monday, December 24, 2012, 07:38:36 AM »
tunnels are amazing. How does the red light works with night vision?

Offline Alex

Re: The new mAAp Pipeline
« Reply #71 on: Monday, December 24, 2012, 13:25:07 PM »
tunnels are amazing. How does the red light works with night vision?
Pipeline doesn't have night vision....

EDIT: wow there actually is. I'm not sure why they put it in a daytime map...
« Last Edit: Monday, December 24, 2012, 13:33:37 PM by KiLLaMaN »

Offline Koden

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Re: The new mAAp Pipeline
« Reply #72 on: Monday, December 24, 2012, 14:33:20 PM »
The dead guy in the shower didn't want to play the game :(

:D

Every bit of it looks fun to play, are all the flammable-marked barrels in north pump explosive? That would be a wannabe terrorist dream  :style:

The bathroom looks cool, the dead guy in the shower is a bit scary xD


Offline Spanky

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Re: The new mAAp Pipeline
« Reply #73 on: Monday, December 24, 2012, 15:42:02 PM »
EDIT: wow there actually is. I'm not sure why they put it in a daytime map...
I'll get rid of it.


Every bit of it looks fun to play, are all the flammable-marked barrels in north pump explosive? That would be a wannabe terrorist dream  :style:
No they aren't. A while back me and Blue worked on exploding barrels but it requires coding to create effects that spawn server-side (and replicated to all clients) to make the barrels work. Also, I'm having a hard time getting ViewShaker to work... it's hidden somewhere in Pipeline, I don't want to give it away :)
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Offline Spanky

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Re: The new mAAp Pipeline
« Reply #74 on: Wednesday, December 26, 2012, 16:01:33 PM »
Well, I think this is it. The mAAp beta is right around the corner and I can't think of much else to do on Pipeline. I thought I would go back and edit up the comparison I made almost a year ago and add this new version to it:




Obviously not a whole lot changed outside, except for the sky. I did go through and optimize things as much as I can and implemented detail scaling. Right now, on full settings at 1680x1050 FPS is above 55 pretty much everywhere. That's as good as it's going to get I think without sacrificing detail.
« Last Edit: Wednesday, December 26, 2012, 16:04:09 PM by Spanky »
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