Low Detail Commander Station?
zoda
Join Date: 2002-11-05 Member: 7175Members
<div class="IPBDescription">hmmm</div> I noticed that people with an older PC.. (say 700MHZ or less) tend to get very laggy if they become the commander. the cursor moves slow, the FPS drop very low and just moving around to place stuff is hard...
I do not make skins or whatever and dont know how this could be done, but I was wondering if someone could try to make it less detailed while you are commander. or maybe it can't be done because it does read the whole map, right? which gives you lag
I do not make skins or whatever and dont know how this could be done, but I was wondering if someone could try to make it less detailed while you are commander. or maybe it can't be done because it does read the whole map, right? which gives you lag
Comments
I got a 1.5 ghz with GeForce2MX, and it runs the game perfectly, even in 32-bit coloring. When I'm in comm mode, I don't get frame-lag AT ALL but for some reason when I try to scroll around the map (with keyboard OR mouse) the screen movement is jerky and unstable, is anyone else having this problem? Can I do something to fix it?
But if you want I could post a less-real but cleaner version of the commander hud. (as of yet without developer permission, however...)
Imagine how many you see when playing marine, youve got your own hud, your muzzle flash, friendly muzzle flashes, enemy attack sprites, map particle systems...thats a HELL of a lot, knocking a few off this alrge list isnt gonna give you much increase.
As bitmap said, its cos your seeing more map detail. increasing r_speeds.
Or it could be the way comm mode is implemented, that could reduce fps.
-Leif
<a href='http://www.ugleague.net' target='_blank'>http://www.ugleague.net</a>
Leif@ugleague.net
I think you have some issues with that system. Make sure you read the whole thing for many issues... I posted a lot on page 2.
Even if you reworked all of the sprites to be blank, the HL engine would still draw them. It would just draw them to be transparent, which would give you no change in FPS. Removing them for the marine and the like actually turns off the section of code that draws them in the first place, so you get a faster update. In conclusion: Hacking the commander HUD to pieces would do almost diddly squat to performance.
I think. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
What would be an idea, tho is to draw a low detail version of the players, aliens and buildings. Hell, I'd be happy with the marines being represented by a 2d sprite from above :-)
Perhaps not drawing func_walls might give a needed boost? I've been careful with my wpolys in my map so far, but I go to the commander view and *bam* 1300 wpolys <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
I had to move the commander down a bit in the end, as I realised he was a *smidgen* high
Also, If anyone is able to, think about reducing the poly size for ALL buildings, as much as possible. I understand this would be quite an undertaking, but this would help resolve commander issues with low framrates, and normal players who happen to come upon a BUNCH of buildings...
No small request, but it could be done and would seriously help many players.
I have a voodoo 3 2000 running on my 1.63 ghz AMD.
I got 99 fps all the time, and commander mode is always smooth.
So if a guy with a VOODOO card gets better FPS then you.. ask yourself a question:
"WTF is up with my video card?"