Re: r_speeds limit
Posted by ReNo on
Tue Apr 6th 2004 at 7:24pm
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Get this, a guy on my course (computer games technology) at uni made that mistake, as did a future flatmate of mine who is doing computing at uni. Seriously unbelievable, that if you really found it so ugly, you wouldn't at least experiment with the other settings. Instead both of them just uninstalled it....crazy stupid people.
Re: r_speeds limit
Posted by Gorbachev on
Tue Apr 6th 2004 at 11:27pm
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2004-04-06 11:27pm
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I go by the notion that if you don't have the little bit of extra curiosity to change something like this then you probably shouldn't be playing.
Re: r_speeds limit
Posted by Andrei on
Wed Apr 7th 2004 at 9:23am
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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!
Re: r_speeds limit
Posted by Jinx on
Wed Apr 7th 2004 at 11:39am
Posted
2004-04-07 11:39am
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seems to me that people too stupid to change out of software mode are probably too stupid to install custom maps as well.
Re: r_speeds limit
Posted by Andrei on
Wed Apr 7th 2004 at 12:26pm
Posted
2004-04-07 12:26pm
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My mom and dad are particulary DUMB when it comes to computers. My mom was on the comp once and she did some stuff and a screen appeared saying that explorer has preformed an illegal operation. It took me 20 minutes to convince her that its not a law issue the computer is complaining about, but a faulty operation. Sad, yet funny :biggrin: !
Re: r_speeds limit
Posted by OtZman on
Wed Apr 7th 2004 at 2:50pm
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High r_speeds but no eye-candy !!!
Guess it's because I'm a NOOB :biggrin:
Re: r_speeds limit
Posted by Jinx on
Wed Apr 7th 2004 at 5:12pm
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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.
Re: r_speeds limit
Posted by DocRock on
Wed Apr 7th 2004 at 5:57pm
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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.
Re: r_speeds limit
Posted by Andrei on
Wed Apr 7th 2004 at 6:15pm
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Hmm...yes, i never thought about the epolies.
Re: r_speeds limit
Posted by Gorbachev on
Wed Apr 7th 2004 at 7:25pm
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I have a hard time judging epolies, I try to keep my limit with no people and spectator mode to below 4500/5000. With the addition of people it climbs quickly so I don't want to push it too far.
Re: r_speeds limit
Posted by st0lve on
Wed Apr 7th 2004 at 8:01pm
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1200 is max for me.
But I think most people can handle 1500 w_polys, since nowdays everyone got really powerfull cpu's.
Re: r_speeds limit
Posted by $loth on
Wed Apr 7th 2004 at 8:04pm
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1500! thats bout the max i get in my new map
Re: r_speeds limit
Posted by Orpheus on
Wed Apr 7th 2004 at 8:59pm
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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.
Re: r_speeds limit
Posted by KungFuSquirrel on
Wed Apr 7th 2004 at 9:03pm
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epolies are impossible to judge because even so much as a simple weapon model can throw the whole thing off - plenty of custom weapon models these days can take up nearly 3000 polies alone, and many even go beyond that. On top of that, the texture data used up in many new custom models is absolutely insane.
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. :smile:
Re: r_speeds limit
Posted by Jinx on
Thu Apr 8th 2004 at 2:00am
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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).