Re: map_edit methods
Posted by fishy on
Fri Feb 16th 2007 at 5:17pm
fishy
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having props start asleep is a huge physics saving throughout the game, even though it's more noticable at startup. i can see me using this for small breakable stuff, that wouldn't be expected to last very long after being bumped awake, so there's no buildup of collision calculations.
i eat paint
Re: map_edit methods
Posted by Flynn on
Fri Feb 16th 2007 at 8:17pm
Flynn
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Meh, I knew about this but it seems merely nothing more than a gimmick 8=\ (Forgive me if I'm wrong ofcourse).
Just Kidding
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Re: map_edit methods
Posted by fishy on
Fri Feb 16th 2007 at 10:08pm
Posted
2007-02-16 10:08pm
fishy
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Registered:
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Location: glasgow
<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<DIV class=quotetext>Meh, I knew about this but it seems merely nothing more than a gimmick </DIV></DIV>
a gimmick that places physics props perfectly on the ground, so that they can start asleep, is the gimmick for me.
even doing stuff like blocking off corridors with big piles of furniture is so much easier to do with something like this. the last time i done that, it took forever to get a wardrobe and two chairs to fit together, without bits of one sticking through one of the others. this would probably have saved me half an hour with that one barricade alone.
i eat paint
Re: map_edit methods
Posted by Flynn on
Fri Feb 16th 2007 at 11:28pm
Posted
2007-02-16 11:28pm
Flynn
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Location: England
I must admit to the fact that the post I made was rather hastily. I really just wanted to state that I new about the feature before. I guess the reason it never caught on for me was because of the fiddly quicksaving/quick loading that must take place in order for this feature to be of any use.
Just Kidding
Just Kidding