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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
  #31  
Old 07-30-2009
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The rebels don't look particularly modified.

also floating blocks would indicate that magic floating technology is available to be applied to large concrete structures.
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  #32  
Old 07-30-2009
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Quote:
Originally Posted by cobtehfood View Post
The rebels don't look particularly modified.
>>Genetically


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Originally Posted by cobtehfood View Post
also floating blocks would indicate that magic floating technology is available to be applied to large concrete structures.
>>Gravity
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  #33  
Old 07-30-2009
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>>Gravity
say that to the gravitygun :P
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  #34  
Old 07-31-2009
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>>Derailed
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  #35  
Old 07-31-2009
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back on track. the map was never good
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  #36  
Old 07-31-2009
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This map actually isn't that bad...it has "potential" - also needs fixing of the 30 FPS in the midfield
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  #37  
Old 07-31-2009
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yah the problem with fps is due to so many lights and no way to render vis at full...
it crashes... and dont say its my system cause i went to my friends house to try it (quad 3.0ghz 8gb ram) and it STILL crashed.....

so the vis calculations are just retarded... and set to fast... :/

its cause of all the glass in the level...
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  #38  
Old 07-31-2009
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You just need a new PSU.
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  #39  
Old 07-31-2009
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Originally Posted by Chicken_Combo View Post
yah the problem with fps is due to so many lights and no way to render vis at full...
it crashes... and dont say its my system cause i went to my friends house to try it (quad 3.0ghz 8gb ram) and it STILL crashed.....

so the vis calculations are just retarded... and set to fast... :/

its cause of all the glass in the level...
Optimize,
Also BELOW the map where the pillars extend way down, that could help, a few other things, lights = Vrad not VVis, a few hints, a few details, Helps a lot
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  #40  
Old 07-31-2009
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vvis determines what faces are visible to the player, it has nothing to do with lighting. There can be faces that are pitch black but vvis will still consider it visible.

The way to cut down on visible faces is to use the lovely nodraw. You can further optimise by using hints which will only draw players and props in certain places, or occluder which won't draw any model at all on the other side of it (place these insides walls and such). func_detail is also your best friend.

Learn how to handle areaportals because using them correctly can increase the fps tenfold.
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