Posted by ReNo on Tue Apr 6th at 7:24pm 2004
ReNo
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Location: Scotland
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Posted by Gorbachev on Tue Apr 6th at 11:27pm 2004
Posted by Andrei on Wed Apr 7th at 9:23am 2004
Posted by Forceflow on Wed Apr 7th at 9:41am 2004
| ? posted by Andrei |
| A computer costs lots of money (a real computer, not a crap p1). You cant just leave some idiot to delete your system folder or cause havoc in the control bar! |
Yeh ... Im admin on this computer here, and I'm constantly checking for new updates or little tools to make sure other users don't touch that damn control panel or f*ck things up by downloading crap. It's unbelievable they still open those mails with headers like "FW:FW:FW: MSN 14.0 Released ! Get it now ! Your penis is small !"
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Forceflow
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Posted by Jinx on Wed Apr 7th at 11:39am 2004
Posted by Andrei on Wed Apr 7th at 12:26pm 2004
Posted by Orpheus on Wed Apr 7th at 2:29pm 2004
| ? posted by Forceflow |
|
"FW:FW:FW: MSN 14.0 Released ! Get it now ! Your penis is small !" |
the sad part is, the first time i saw this email, i thought someone had hacked my webcam.. 2 things happened really fast, i uninstalled my webcam, and i stopped walking around in the raw. 
Orpheus
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Posted by OtZman on Wed Apr 7th at 2:50pm 2004
Guess it's because I'm a NOOB
OtZman
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Posted by Tracer Bullet on Wed Apr 7th at 2:59pm 2004
| ? posted by OtZman |
| High r_speeds but no eye-candy !!! Guess it's because I'm a NOOB |
Generaly caused by huge open areas, or a lack of visblocking in a group of smaller areas.
[addsig]Tracer Bullet
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Posted by Andrei on Wed Apr 7th at 4:37pm 2004
Posted by Jinx on Wed Apr 7th at 5:12pm 2004
something that might actually warrant further discussion is EPOLY limits, since more mappers are using map models of late. This is a potential problem, since epolies can cause just as many lag/fps problems as wpolies. Part of the reason killboxes run so badly is because their epolies are high- all the item/weapon pickups and player models are being drawn at once.
also, players can replace models with impunity, so some potential is there for cheating if models are used for cover, etc. and not just small details.
Posted by DocRock on Wed Apr 7th at 5:57pm 2004
I voted for 1,000 on the r_speeds with allowed peaks of 12 - 1300 in spots.
Epolies I'd let go upwards of 7500...maybe peaks of 10,000 here and there with the use of models other than standard weapons, ammo, player_starts, etc.
Posted by Andrei on Wed Apr 7th at 6:15pm 2004
Posted by Gorbachev on Wed Apr 7th at 7:25pm 2004
Posted by st0lve on Wed Apr 7th at 8:01pm 2004
1200 is max for me.
But I think most people can handle 1500 w_polys, since nowdays everyone got really powerfull cpu's.
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Posted by $loth on Wed Apr 7th at 8:04pm 2004
$loth
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Posted by Orpheus on Wed Apr 7th at 8:59pm 2004
5,000 is IMO tops for epolies, not because HL cannot handle more, but because there WILL be more after everyone gets inside and starts dying..
you get enuff bodies, and ammo packets lying around, and the epolies will top 10 grand awfully fast..
no one would in there right mind make a map with maxed out epolies before you consider online fragging.
[addsig]Orpheus
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Posted by KungFuSquirrel on Wed Apr 7th at 9:03pm 2004
Fortunately, though, HL handles models much better than regular geometry, and these are things that are more video card dependant than simply HL limit dependent, which gives a bit more leeway. These things can be surprisingly good, save for the horrible lighting they receive. Did you know HL models can technically support 1024x1024 textures? It's only recently that hardware can use texture memory and push enough model polygons to match, though.
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Posted by Jinx on Thu Apr 8th at 2:00am 2004
it depends on the mod & playmode as well. in rounded modes of Action HL, for example, people start off with their equipment so there are no extra epolies from pickups laying around.
still, better to er on the side of caution I say. I got an AHL map recently that had a room with about 25 chair models and that area ran horrid even on my computer (GF4 4800se 128mb, 2700+, 1gb ram).
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