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PostPosted: Thu May 11, 2006 12:26 am 
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Pwnzer
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Well, I dont know how you got your angles from that picture but I will say, it is just an illusion so dont believe what you see in the screen shots, they didnt change the models in anyway just the map design and bug fixes.

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PostPosted: Thu May 11, 2006 7:57 am 
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Told ya! ;)

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PostPosted: Thu May 11, 2006 4:42 pm 
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XenoKiLLer wrote:
they didnt change the models in anyway just the map design .


the devs are trying so hard to make the map high quality,
to impress new players,

but its gonna be screwed by the third party maps anyways,
new players wont get any impressions if they choose the custom.servers,

unless the devs seperate the list, "CUSTOM" & "OFFICIAL"
if you want to have your server appeared in official, than you should only run official maps, if you want 3rd party maps on your server, than you have to run a custom server that only has 3rdparty maps, this systen is neat.

something like this:
Image

hey didnt i opened a new thread about this?
i cant find it anymore..

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Last edited by Dragonathan on Thu May 11, 2006 6:27 pm, edited 1 time in total.

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PostPosted: Thu May 11, 2006 5:31 pm 
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Dragon, 1.) this has nothing to do with aiming anymore 2.) You have stated this many times and I really don't see a reason for another custom vs. official maps debate and 3.) You should really read and get the available information before you suggest anything:

Quote:
Detailed changelog:

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Beta 0.4 Build 8.7 INT

-locked game to new 1worldunit = 2cm scale (former newscale 1 worldspawn setting)
-added sv_official (check server filter)
-added inverted range damage scale for snipers, 10% < 6m, 100% > 12m
-reduce sniper damage when not aimed to 25%
-.script, .gear and menufiles are now loaded gametype dependent, e.g., obj_snow_gt5.gear
-reworked smoke grenade effects
-reworked wood impact effect
-added straw impact effect (surfaceparm grasssteps + surfaceparm modifier)
-new gras foliage model and straw for hideout
-AA base level increases all X minutes in a non-match game, defined by wm_set_round_AAbasetime, default is 5 minutes
-fixed weird ledge climb hint behaviour
-added slow (+walk) door open and close (silent)
and kick (+sprint) door open (fast)
-activated CTF scoring on per map basis (20 default), finished CTF scripting
-replaced voice chat by team radio, hence removed global voice chat
-global voice chat now emits real sound from player position (not in-head radio), curently disabled
-added TC:E Mod selector to UI (switches between TCE submods and loads specific UI)
-rework UI menus and scoreboard for widescreen


Taken from Coroner's newspost at tc.com


Dragonathan wrote:
hey didnt i opened a new thread about this?
i cant find it anymore..


Yes, you did. Next time, act on the assumption that there is a reason for the thread to be gone. Thank you.

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PostPosted: Thu May 11, 2006 6:03 pm 
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Melmoth wrote:
Quote:
Detailed changelog:

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Beta 0.4 Build 8.7 INT

-locked game to new 1worldunit = 2cm scale (former newscale 1 worldspawn setting)
-added sv_official (check server filter)
-added inverted range damage scale for snipers, 10% < 6m, 100% > 12m
-reduce sniper damage when not aimed to 25%
-.script, .gear and menufiles are now loaded gametype dependent, e.g., obj_snow_gt5.gear
-reworked smoke grenade effects
-reworked wood impact effect
-added straw impact effect (surfaceparm grasssteps + surfaceparm modifier)
-new gras foliage model and straw for hideout
-AA base level increases all X minutes in a non-match game, defined by wm_set_round_AAbasetime, default is 5 minutes
-fixed weird ledge climb hint behaviour
-added slow (+walk) door open and close (silent)
and kick (+sprint) door open (fast)
-activated CTF scoring on per map basis (20 default), finished CTF scripting
-replaced voice chat by team radio, hence removed global voice chat
-global voice chat now emits real sound from player position (not in-head radio), curently disabled
-added TC:E Mod selector to UI (switches between TCE submods and loads specific UI)
-rework UI menus and scoreboard for widescreen



NICE.... GOOD WORK DEVS, RESPECT<---

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PostPosted: Thu May 11, 2006 6:27 pm 
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Dragonathan wrote:

NICE.... GOOD WORK DEVS, RESPECT<---


You see ;)

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PostPosted: Thu May 11, 2006 6:29 pm 
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Pwnzer
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i think the devs have added even more features, but i think they wanna keep it a secret

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PostPosted: Thu May 11, 2006 6:38 pm 
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Team Terminator
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Joined: Sat Apr 09, 2005 6:22 am
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Dragonathan wrote:
XenoKiLLer wrote:
they didnt change the models in anyway just the map design .


the devs are trying so hard to make the map high quality,
to impress new players,

but its gonna be screwed by the third party maps anyways,
new players wont get any impressions if they choose the custom.servers,

unless the devs seperate the list, "CUSTOM" & "OFFICIAL"
if you want to have your server appeared in official, than you should only run official maps, if you want 3rd party maps on your server, than you have to run a custom server that only has 3rdparty maps, this systen is neat.

something like this:
http://img151.imageshack.us/img151/3962/server7wl.jpg

hey didnt i opened a new thread about this?
i cant find it anymore..


Please use thumbnails (or links) to large images. We've had a thread about this before.

Thanks.

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PostPosted: Thu May 11, 2006 7:50 pm 
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Dragonathan wrote:
i think the devs have added even more features, but i think they wanna keep it a secret


I wouldn't expect too much.

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