Posted: 2007-04-29 03:29
yer just lagg test got ad lot roads yet and stuff but so far so good evry one has sed no lagg wish cood spell so u understand but may be see on voip and can talk beter lol
i it was lagg test i need do hell lot more and i think the misssus wood devoce me but if its for good pr i dont see why not 2x size wot if makes laggy tho i thort it was to big but u no beter than wot i do'[R-DEV wrote:eggman']I notice you have view set to 850 but fog set to max 600. I am not sure about this, but I *think* that costs computing power on the client for stuff they will never see. We usually set view about +10m above max fog (this is simply to avoid the uglyness of statics popping in out of view range if they are equal to the fog max).
I think you can go something like:
view 810
fog start 500
fog end 800
tho you might have to go:
view 610
fog start 400
fog end 600
.. for performance reasons.
The map has some serious potential. I am not sure what stage of completeness you think it's at, but I would say 40% and with some work and re-work has potential to be an outstanding map.
If yer up for the insanity of it.... making it into a 4km map (17 sq km) would make it epic versus the 2km heightmap (4sq km).
Some very nice potential here .. curious how other folks performance is on it... 70fps lows on my system 16x12 everything at max .. immensely playable.
Baghdad is a bit flat...'[R-MOD wrote:Dylan']Just from what I make out in the screenshots, it looks a bit flat. Try working a bit on the terrain.
This is fixed in v0.6.danthemanbuddy wrote:We tested and found out that soldier draw distance was around 150 and less unscoped. 270 was the highest for a technical to be drawn.
Aside from being well past the cutoff for v0.6, I'd say the map is at about 40% completeness. It got AMAZING potential, but there's still loads of work to be done. With some collaboration and effort I'd love to see this in v0.7 tho.danthemanbuddy wrote:This needs to be in v.6 for sure DL it
u got it wont leev room till dun wot i need tho is good tips on roads or r them roads looking'[R-DEV wrote:eggman']This is fixed in v0.6.
Aside from being well past the cutoff for v0.6, I'd say the map is at about 40% completeness. It got AMAZING potential, but there's still loads of work to be done. With some collaboration and effort I'd love to see this in v0.7 tho.
danthemanbuddy wrote:We tested and found out that soldier draw distance was around 150 and less unscoped. 270 was the highest for a technical to be drawn.
Very beautiful map, fun, really will be good with AAS at long distance engagements.
Setting up rally's and attacking that mec2 base is epic. So is defending.
Snipers can really bog down certain areas of attack.
This needs to be in v.6 for sure DL it
*LEEPS IN TO AIR WITH JOY*, "no longer a mad man i shall be known as" TC Yells!This is fixed in v0.6.Originally Posted by danthemanbuddy
We tested and found out that soldier draw distance was around 150 and less unscoped. 270 was the highest for a technical to be drawn.
'[R-DEV wrote:duckhunt']you will go mad with the RO-esqe 'pixel hunting'
That would be nice...Top _Cat the great wrote:LOL< the next question too ask is:
1) Is it possible to increase the level of detail drawn at range (20, 50, 100, 150, 200, 250, 300 metres) comapred to the present unrealistic and apaling levles????
?