Julius {l Wrote}:I think RE should adpot this style for all its maps and make the playermodels even more fitting to this
*that* is how much I like it!
Yes, it is very "Tron2.0" like, but I think it fits the movement options of RE quite well, and would serve as a distinct look for the entire game.
Edit: if that was the case I might even reconsider and make this model an RE exclusive: viewtopic.php?f=6&t=1972&start=50#p28706 instead of an lazy Xonotic port.
TristamK {l Wrote}:raiden , how you change a animation time of particles ?
P.S. I send message to your e-mail =) Can you ask ?
rocknroll237 {l Wrote}:My fps can drop considerably when playing this map (I have an Asus Ares, but it only uses one core in this game, so it's basically a 5870). Is there anything more that can be done to optimise it? The textures and lighting are awesome. I really like this map.
rocknroll237 {l Wrote}:I think you should keep a version with the complex geometry for benchmarking processes (perhaps it could be included in a benchmark demo?), and make another version that's much better optimised. What do you think?
wowie {l Wrote}:rocknroll237 {l Wrote}:I think you should keep a version with the complex geometry for benchmarking processes (perhaps it could be included in a benchmark demo?), and make another version that's much better optimised. What do you think?
I think that idea could be applied to all graphically intense maps.
I would sure like to see an online-playable version and a max detail version just for the fun of it.
cutec, harmony, ares, etc. Would all be fun for online play but it would also be fun to have the option to max the gfx to make pretty screenies for the front page of the RedE website.
Dig a little in your backups folder and find that maxed gfx version to save time and work.
fawstoar {l Wrote}:Map looks amazing as of v1.03. If optimization can be achieved, it should definitely be in the next release. (ALONG WITH PUMPSTATION. SERIOUSLY. That map is incredible.)
Regarding the "too many triangles" issue, I have no problems running it, but my PC is relatively beefy and I would be surprised if RE was getting less than 60 FPS on it.
That said, I have yet to try it on my far weaker iMac.
qreeves {l Wrote}:... I'm not sure how to go about fixing this, but if you are done with the map I might try to make a more optimised version by removing/simplifying some of the details that aren't absolutely necessary.
Ulukai {l Wrote}:cube: the number of cubes in the current selection. Only the visible (leaf)cubes are counted.
fps: frames per second
ond: number of cubes in the system. This includes parent cubes, copied cubes,and undos.
va: number of vertex arrays used to store vertecies in the map. you probablydon't need to use this.
vtr: number of triangles currently being displayed. will be a useful stat whenculling is done.
vvt: number of vertecies currently being displayed. again, useful when cullingis done.
tri: number of triangles in the entire map
wvt: number of vertecies in the entire map
evt: misc rendering effects. stuff like particles displayed, or text written on screen.
fawstar {l Wrote}:Map looks amazing as of v1.03. If optimization can be achieved, it should definitely be in the next release. (ALONG WITH PUMPSTATION. SERIOUSLY. That map is incredible.)
Regarding the "too many triangles" issue, I have no problems running it, but my PC is relatively beefy and I would be surprised if RE was getting less than 60 FPS on it.
That said, I have yet to try it on my far weaker iMac.
Ulukai {l Wrote}:I won't lose too many of the details either, there are other maps that are a bit heavier on resources. I think it's fine to keep in mind that there are players around with low-end PCs, but we shouldn't make ONLY maps that fit netbooks hardware. Nothing wrong with a beautiful map, it's worth the few frames less imo. Of course, optimisation and finding the right level of details is key, all I'm saying is that we shouldn't overdo it.
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