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Showing content with the highest reputation on 05/26/16 in all areas

  1. 2 points
    Goblins

    Making A Game

    Coding is just logic in a different language. C++ is good, but you should also check out Java too. Don't put all of your code into the "main" function. Make good use out of functions. Keep your code clean and organized. Make comments above the function or notes next to the code to remind you what that method does. I haven't touched C++ since senior year in high school, but Java I'm more familiar with. If you come across any questions, don't hesitate to ask! Good luck on the game, man. Can't wait to see the results.
  2. 1 point
    SniperNoSniping

    Thespyball

    +1 If you start playing again, haven't seen you on jb in a while.
  3. 1 point
    Tomahawk

    Goldenrod City Revamp

    alright 5 minuts is good, thanks and yes the song name does display at the top of the screen after having selected them (nice song choices btw)
  4. 1 point
    realBelloWaldi

    Wolfx

    +1 surf people, yeeeeeeeeeees Active and friendly! A: 7 M: 7
  5. 1 point
    Caleb956

    Wolfx

    Bruh. Well first let me do dis +1, Active and mature on the servers. Allow me to do some explaining here. I was that "admin" that you were talking to last night about this, I'm not an admin. Also, probably not a good idea to apply just for the sole reason to get a staff position. And last, I never said it would take two years to get mod, you asked me and I said probably a few months or longer. lol. Hi A:8 M:8
  6. 1 point
    Egossi

    Egossi

    I just realized this thread still is not close even im doe im not xG. Just wanted to shitpost huehuehue ‎( ͡° ͜ʖ ͡°)
  7. 0 points
    ColdEndeavour

    Goldenrod City Revamp

    Invisible trees? I've cycled through dxlevels 70, 80, 90, 95, & 98; the only thing I noticed was that lower levels (80-) utilise force fading models on static props. I'll assume that's what you meant (if it's the whole dilemma of loading a map and the trees fail to load and are replaced with the pulsing ERROR models, then I don't know what to do other than suggest that you clear your cache and re-join the server / restart TF2). Take note of the textures for the trees in their current state; those are actually coloured renditions of rasterised silhouettes from the 3D trees I made earlier in development (2 months ago). I planned to have 3D trees, but had to regress back to 2D trees for reasons I've stated earlier. Render distances, Level of Detail, radius culling (env_fog) only have so much use before going to shít and everything resulting in one heap of trash. Large open spaces are already a big no-no for the source engine; therefor, knowingly disregarding this drawback has its deficits. Having 3D trees tanks the overworld framerate; as it is the map averages around 78fps in a full scene on my machine with max settings and 1 user (myself, I have no idea what it's like with 32/32). I'll look into sorting out the physical properties of the trees, but the 2D properties will stay. I'd rather keep the visible polygon count under control. $alphatest "1" & $nocull "1" is an efficient detail with geometry and lighting for this particular situation. (I'm exhausted, so if this sounds like rambling, now you know)
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