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Scorched Earth MOD by G-E
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Sep 23, 2019 6:29 am    Post subject: Reply with quote

Looks nice!
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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Sep 24, 2019 9:24 pm    Post subject: Reply with quote

Ok, barring some glitches I haven't discovered, mission 10 is done.

Now, 12 is still kicking my ass. I've removed most of the buildings, sanitized the map overlays, deleted most of the AITtrigger attacks, fixed a few event conditions, checked all the scripts, etc... still crashes.


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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Sep 25, 2019 3:07 am    Post subject: Reply with quote

What about those unnaturally white spots?
Looks like a terrain problem for the renderer, and might also be a problem for the game.
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m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue
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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Sep 25, 2019 4:05 am    Post subject: Reply with quote

There are no white spots, but I also overwrote all the terrain with flat snow after and removed more triggers. By every indication it's a skeleton of a map and still crashing at 3/4 loading.

Anyway NEW SNAPSHOT IS UP!

I would appreciate feedback on the Allied missions... shouldn't be too distressing not to be able to finish the campaign yet Smile
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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Wed Sep 25, 2019 6:40 pm    Post subject: Reply with quote

Does the map that keeps crashing contain any SE resources, if not, you can always attach it or PM it to me and I can have a looks.
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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Sep 25, 2019 7:40 pm    Post subject: Reply with quote

MadHQ wrote:
Does the map that keeps crashing contain any SE resources, if not, you can always attach it or PM it to me and I can have a looks.

That's just it, the map itself crashes unmodified from maps02.mix, which means it has to be SE changing something it expects.

All I found is two instances of the wrong building in the event "building exists..." because I moved some of them around, that's not a crashworthy problem. The trigger I remember is "Kremlin Secured 1", NAFLAK is now 19, which is obvious because the adjacent conditions are for NALASR and TELSA, but I recall another one, maybe the Kremlin itself...

Also I noticed the Soviet tech capture AI triggers build Allied Engineers instead of the right one, but even with that fixed it still crashes. Since the AI ignores prerequisites again this shouldn't be a game breaker.

Beyond that I've removed damn near everything I could, including the entire progression of Tanya's victory, without changing the result.

I'm stumped.... pretty sure you'd need to download SE if you want to help.
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G-E
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Joined: 09 Feb 2015

PostPosted: Sat Sep 28, 2019 3:34 am    Post subject: Reply with quote

Playthrough of remastered mission 1...




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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Oct 04, 2019 6:10 am    Post subject: Reply with quote

Turned the mission 10 map into a skirmish map...

Pretty, and hard.


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RIAKTOR
Disk Thrower


Joined: 23 Nov 2013

PostPosted: Thu Nov 07, 2019 3:21 am    Post subject: Reply with quote

G-E wrote:
Turned the mission 10 map into a skirmish map...

Pretty, and hard.
Vanilla tanks was better.
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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Jan 14, 2020 2:27 am    Post subject: Reply with quote

Finishing up Soviet mission #1 remaster...


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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Jan 14, 2020 7:06 am    Post subject: Reply with quote

Looks lovely!

Are you planning on making an enlarged version of DC where the White House can be seen too?

Is there a bigger pic?
I'm interested in base and residential layouts, assuming you don't mind others being inspired by your work.

One thing that doesn't make sense tho is the patch of Farm Crops to the mid-north.
I thought the Pentagon was in the city's core?
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m7 wrote:
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I once ninja'd MigEater #Tongue
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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Jan 14, 2020 8:03 am    Post subject: Reply with quote

Allied mission #6 covers the east side.


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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Jan 19, 2020 8:35 pm    Post subject: Reply with quote

More crack for the hoes.

Needed a GW statue for a mission remake later.

Hopefully gonna bang out 3-4 more buildings this week.


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G-E
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Joined: 09 Feb 2015

PostPosted: Mon Jan 20, 2020 6:08 pm    Post subject: Reply with quote

Another one Smile


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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Jan 28, 2020 11:32 pm    Post subject: Reply with quote

New buildings for old maps... Smile


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G-E
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Joined: 09 Feb 2015

PostPosted: Mon Feb 03, 2020 4:34 am    Post subject: Reply with quote

And now for something different...


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gameaddict11707
Disk Thrower


Joined: 15 Jul 2011

PostPosted: Mon Feb 03, 2020 9:10 pm    Post subject: Reply with quote

Those voxels look great, though I'm curious how the red trailer's gonna work ingame since it's supposed to just sit there, and neutral units start moving around when they come under attack.

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G-E
General


Joined: 09 Feb 2015

PostPosted: Tue Feb 04, 2020 4:47 am    Post subject: Reply with quote

MovementRestrictedTo= works wonders.
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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Feb 07, 2020 4:04 am    Post subject: Reply with quote

Some snippets from the updated Harbourfront map...

New snapshot is up too.


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Anderwin
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Joined: 16 May 2005

PostPosted: Sat Feb 08, 2020 12:25 am    Post subject: Reply with quote

Love the new civs models Very Happy
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G-E
General


Joined: 09 Feb 2015

PostPosted: Sat Feb 08, 2020 1:43 pm    Post subject: Reply with quote

By models you mean voxels? I do all my buildings in photoshop, 97.2% of the time without a 3D base rendering.
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Feb 09, 2020 7:34 am    Post subject: Reply with quote

Why? Take the lazy approach #Tongue
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m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue
I once ninja'd MigEater #Tongue
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G-E
General


Joined: 09 Feb 2015

PostPosted: Mon Feb 10, 2020 6:12 am    Post subject: Reply with quote

Done or almost done the mapping phase of Soviet mission 2... looking pretty good I must say.

The scripting is such a mess though, every building has crates and there are a bunch of unused things:
Code:
---- MISSION ----

checking MAP: sov02t.map
NOTICE -> IgnoreGlobalAITriggers not set, skipping...
NOTICE -> unused TeamType: 0C4B427C (PC Landers 1)
NOTICE -> unused TeamType: 0A2E2520 (Fleet 3)
NOTICE -> unused TeamType: 0AFB538C (2 Chrono Harvesters)
NOTICE -> unused TeamType: 0A2E2840 (Fleet 1)
NOTICE -> unused TeamType: 094236FC (3 Soviet Engineers)
NOTICE -> unused TeamType: 0A2E2630 (Fleet 2)
NOTICE -> unused TeamType: 0A2E2BB0 (Fleet Guard)
NOTICE -> unused TeamType: 0A081A1C (Vlad is Sleepy)
NOTICE -> unused TaskForce: 092BF5A0 (2 Sea Scorpions)
NOTICE -> unused TaskForce: 0AC3081C (4 Grizzly Medium Tanks)
NOTICE -> unused TaskForce: 089C04F0 (2 GIs)
NOTICE -> unused TaskForce: 0933E470 (1 Sub)
NOTICE -> unused TaskForce: 09914F40 (Vlad's Force)
NOTICE -> unused TaskForce: 08B56160 (1 Medium Tank)
NOTICE -> unused TaskForce: 0965F19C (3 S Engineers)
NOTICE -> unused TaskForce: 07CCF750 (3 Soviet Armored Transports)
NOTICE -> unused Script: 092A7900 (Attack Beach Destroyers)
NOTICE -> unused Script: 0990A2EC (Move to BC)
NOTICE -> unused Script: 09EA6560 (Attack ShipYard)
NOTICE -> unused Script: 07C478E0 (Move it out)
NOTICE -> unused Script: 0720F2A0 (Wave 1.1)
NOTICE -> unused Script: 0720DDE0 (Wave 1.3)


Total processing time: 619ms



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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Feb 23, 2020 12:37 pm    Post subject: Reply with quote

Working on NYC is proving challenging even with my terrain...


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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Feb 25, 2020 8:02 am    Post subject: Reply with quote

Looking at those resized buildings... wow, was Westwood's scale really that off ? #Tongue

I like your custom buildings, they fit really well. Except for that big blue tower, it looks out of place. Could probably have a better sky texture on the windows or something.
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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Feb 25, 2020 12:41 pm    Post subject: Reply with quote

Crimsonum wrote:
Looking at those resized buildings... wow, was Westwood's scale really that off ? #Tongue

Yea it's pretty crazy, especially for some reason YR buildings are even larger, like almost double scale.

Crimsonum wrote:
I like your custom buildings, they fit really well. Except for that big blue tower, it looks out of place. Could probably have a better sky texture on the windows or something.

I wanted to make a series of glass skyscrapers but I haven't got around to it, priority is more medium-sized buildings, with extra priority on top facing ones like the trapezoidal one in the middle.

In parallel I'm slowly replacing some of the WW buildings with modified art, sometimes to change the scale, sometimes to make it bigger. In a few cases with tall buildings, I actually shrank the foundation to help with z-shape clipping. In a sense I can see why WW chose the average sizes they did based on the engine limitations, but just as often it seems they weren't even on the same page.

If we were going for realism, most of these buildings would be 10x the size. The average tank is about 9ft tall, that's about 1 storey, imagine how tall 50 tanks would be... or even 100 in the case of the WTC.


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DaubertMotion
Soldier


Joined: 17 Dec 2015

PostPosted: Tue Feb 25, 2020 2:56 pm    Post subject: Reply with quote

For some of the larger buildings, would it make sense to split into two like they did with the Pentagon?  Or would that just be a huge PITA?

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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Feb 25, 2020 11:43 pm    Post subject: Reply with quote

DaubertMotion wrote:
For some of the larger buildings, would it make sense to split into two like they did with the Pentagon?  Or would that just be a huge PITA?

That would be fine except that height is the primary issue for most of them, so even if I did a 2 by 2 grid of 3x3 foundation towers, I still couldn't make the WTC taller. I could see it being useful on those snaking brutalist apartments made by the Soviets, or more locally the high density downtown businesses that eventually merge into a rectangle with a courtyard/parking inside them. As for difficulty, I can't see it being too hard, certainly would take longer.

I think for the purposes of variability, it would make sense for each building to work standalone, like when you make a strip mall, you have 4-6 small businesses (say 1x2) next to each other, seems more ideal to be able to mix'n'match them to produce new combinations?


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DaubertMotion
Soldier


Joined: 17 Dec 2015

PostPosted: Wed Feb 26, 2020 4:21 pm    Post subject: Reply with quote

This might not be feasible, but suppose you made a non-selectable .shp vehicle with balloon hover that you position over a structure to add z-height? With map triggers, you could probable destroy the unit/building top if the base/structure is destroyed.  Could even add a death anim for the collapse.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Feb 26, 2020 4:44 pm    Post subject: Reply with quote

What is the issue with building height? The only problem that I've had is that when the buildings foundation goes off screen it stops being rendered even though the top of it should still be visible.
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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Feb 26, 2020 10:57 pm    Post subject: Reply with quote

Mig Eater wrote:
What is the issue with building height? The only problem that I've had is that when the buildings foundation goes off screen it stops being rendered even though the top of it should still be visible.

My tallest building is Height=28, and there are already side effects beyond the need for bibs or anims to hide the clipping.

MuzzleFlash offsets don't work in values near or above 100 in any direction, so you can't even utilize much of the height for that, the code works but it is hidden behind the building image because the engine assumes the location also equates to cell Z. This coincidentally also applies to DamageFireOffset, so that fires that do damage within the foundation will not do damage outside the foundation.

I've never put really tall buildings at the bottom edge of a map like that, but I'll see what I can get away with for NYC, since I do have to make a bit of Brooklyn on the bottom of the map.

What are you suggesting/doing for really tall buildings?
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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Feb 28, 2020 6:04 pm    Post subject: Reply with quote

Before I finish NYC I figure I'll have added another 15 skyscrapers and things...


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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Mar 04, 2020 4:45 pm    Post subject: Reply with quote

Finally have a pair of unique WTCs!

Working on some of the buildings around them, like WTC4 & 7, and the Roosevelt hotel soon.


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G-E
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Joined: 09 Feb 2015

PostPosted: Sat Mar 07, 2020 9:42 pm    Post subject: Reply with quote

Decided to change a couple of replacement tiles, don't really need the S-bends anyway...


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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Mar 08, 2020 8:12 am    Post subject: Reply with quote

Lovely roads.

How do you make them? First PNG/JPG to SHP and then TMP?

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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Mar 08, 2020 8:28 am    Post subject: Reply with quote

In the case of roads or anything that needs to match existing tiles:
- copy the relevant sources, whether that's whole image or individual cells to Photoshop
- edit/combine images to desired result
- save a new .tmp template of X by X cells as needed
- paste whole image onto TMP Editor, delete unnecessary cells
- open and resave in TMP Builder to fix cell ordering, if cells were deleted

Once the tile is made, any future editing is just copying the whole image to PS and back.
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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Mar 13, 2020 8:57 am    Post subject: Reply with quote

Every city needs public housing right?


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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Apr 08, 2020 2:14 pm    Post subject: Reply with quote

Two new maps...


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G-E
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Joined: 09 Feb 2015

PostPosted: Thu Apr 09, 2020 12:08 am    Post subject: Reply with quote

New snapshot is up!
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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Apr 14, 2020 1:55 am    Post subject: Reply with quote

Couple more fast-game maps, not many of them in the mod.


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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Apr 14, 2020 7:26 am    Post subject: Reply with quote

I like these maps, very Westwood-esque in terms of style.
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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Apr 14, 2020 9:29 am    Post subject: Reply with quote

I'm not so sure about that, WW didn't seem to use trees densely at all, preferring to scatter them around more evenly. It is kind of understandable when there were so few types of tree, but C&C1/RA1 were also like that too.
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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Apr 22, 2020 2:46 am    Post subject: Reply with quote

I've got Streamlabs setup to do some Twitch livestreams, I haven't decided if I'll stream with any frequency, but I'm gonna be live for the next while...

https://www.twitch.tv/athse/videos
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Thu Apr 23, 2020 7:01 am    Post subject: Reply with quote

Love the maps
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G-E
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Joined: 09 Feb 2015

PostPosted: Sat Apr 25, 2020 4:16 am    Post subject: Reply with quote

Thanks, you can watch me get my ass kicked play testing them on Twitch Smile
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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Apr 29, 2020 3:04 pm    Post subject: Reply with quote

New snapshot is up after a loooot of itty bitty bugfixing in virtually every map, courtesy of a new script I'm working on...

Finished a new map as well, Midtown.


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XxpeddyxX
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Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Wed Apr 29, 2020 11:41 pm    Post subject: Reply with quote

Ooft what a map, btw do you not save a copy of your old streams? Or is my internet that bad haha
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G-E
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Joined: 09 Feb 2015

PostPosted: Thu Apr 30, 2020 2:30 am    Post subject: Reply with quote

No perhaps I'm a n00b because I don't see anywhere to save the streams. I haven't been recording them locally being low on space.

I might burn some things off and try tonight.
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G-E
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Joined: 09 Feb 2015

PostPosted: Sun May 03, 2020 11:12 am    Post subject: Reply with quote

I'm rather proud of this map...


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G-E
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Joined: 09 Feb 2015

PostPosted: Sun May 10, 2020 6:02 pm    Post subject: Reply with quote

Used Streamlabs to record a round at 1080p, came out pretty decent even if the match was rather sedate.

I don't really have a solution to the failure of triggering the recording hotkeys from within the game, unlike say Mrillis Action or CamStudio which both worked fine. I tried a dozen hotkey combos but no luck, and that more or less precludes recording at less than 1080p due to the alt-tab switch.



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