With cordite in the air, splintered steel, shell casings and powder burns, there’s only one explanation...
WQ3 pre B2.2 archive. Links may not work.

Postby L3th4l » Sun Sep 03, 2006 7:40 pm

Ok, ignore my last statement about tweaking..:lol:

I tweaked the station by making it totally hollow, it was solid before.
I will upload another new version in about an hour. I would like everyone to post thier FPS while playing with 4 bots and particles off.
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Postby L3th4l » Sun Sep 03, 2006 7:47 pm

Hellrider wrote:I turned off particles now and i must say it's much better than before. It's passably playable now (i just played with 3 bots in sp-mode, so i dont know how it'll become when the server gets crowded...)
But please dont kill the station :wink:


Any map you have problems with, turning particles off will help greatly.

Playing with bots will reduce your FPS more then playing with real players, the bot AI puts a greater load on your CPU. So just keep in mind that your FPS will be better with real players..
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Postby L3th4l » Sun Sep 03, 2006 8:50 pm

New Version UP. Link in first post

Optomized the station and removed the cactus as they were causing FPS to dip.

This is the last update till next weekend..
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Postby sig11 » Mon Sep 04, 2006 12:27 am

L3th4l wrote:1.) Removed tunnel and added a station and water tower (you can jump off the train onto the station to get to the back of the train quickly, but make sure you don't miss the train :lol: :wink: )

OMG this is awesome ! :D :lol:

BTW, I've just put it on my test server
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Postby torhu » Mon Sep 04, 2006 12:28 am

My fps on this version didn't drop below 27 (with vertex shadows), which is not bad.
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Postby Hellrider » Mon Sep 04, 2006 1:00 pm

Played with 4 bots , particles off and lightmap:


Was playable now, only when shooting with the sawed-off the fps went down to 15 for less than a second. Otherwise my fps didn't drop below 25.
So for me it would be ok now. :)



Now i've got a suggestion for the br_train map:

What do you think about moving the escape point of the robbers to the station?? (if this is generally possible)
This would an interesting change in gameplay, i think :wink:
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Postby L3th4l » Mon Sep 04, 2006 7:03 pm

Can't because the station moves and you can't make the escape move with it...
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Postby hika » Mon Sep 04, 2006 9:38 pm

Playing with the new station is really something !
About the closing doors, that is a good idea to let them manual, only on cabin doors.
About FPS, it did not drop below ~20 with particles set to few and lightmap.

I took some screenie about a clipping problem I guess.
Not really critical but I think it could be quite useful for robbers ;)

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Postby L3th4l » Mon Sep 04, 2006 11:54 pm

That is an engine problem. It happens when your head hits the ceilling before the apex of your jump.. I guess now that I got rid of the tunnel, I could make the double decker a tad taller.. :?:
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Postby hika » Wed Sep 13, 2006 9:37 pm

L3th4l wrote:Like I said, it's nothing i can fix (I tried). I tested it on a few other maps and it does it on all of them. This will have to be a job for Sig or Torhu :wink:

About the dynamite disappearing bug, it is now fixed.
I will update the bug database.
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Postby L3th4l » Wed Sep 13, 2006 9:41 pm

Sweet :D
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Postby ReD NeCKersoN » Sun Sep 24, 2006 7:21 pm

Could everyone please check to see if they have the latest version of this map please? I cannot connect to either test server due to an older version of Train.
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Postby L3th4l » Sun Sep 24, 2006 8:14 pm

There is a new version and I forgot to post about it. The servers will have to update... My bad.. Not many changes though...
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Postby hika » Sun Sep 24, 2006 8:24 pm

OK, it is on my test server.
I hope that all the testers will update their wq_train.pk3 in time, then.
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Postby Breli » Sun Sep 24, 2006 11:48 pm

The smoke looks really, really cool! :mrgreen:

Play it only very briefly but I guess there is nothing left to do besides the clipping stuff hika "sherlock" manchot "holmes" figured out once again ... which is probably not really an issue.
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