Fieldmedic on 3/8/2009 at 15:02
Quote Posted by Judith
To some extent it is a GPU and engine, of course. I remember testing my Cabal pt. III FM with GF 9800 GTX and C2D 1.8 GHz, and there were some spots where the framerate dropped to 30 fps. After I upgraded my rig to 2.8 GHz CPU the problem was gone. Still, I'd strongly advise to build your FMs with slower PC's in mind. After all, it's not funny when you're the only person being able to play your FM :)
That make me feel like most of the fanmissions makers are using 4-5 years old stuff...If you have a room/area that motivates a lot of lightning or other tough rendering, I don't find it wrong by the designer to add the lights. Respect towards people with slower machines, yes, but a computer that is older than 2-3 years is a old machine...
massimilianogoi on 3/8/2009 at 15:32
Quote Posted by pwyll
If that is true, then massimilianogoi better rearrange the tourches, because my PC is not so tough (Cempron 1.81 GHz, 512 RAM, GeForce 6600). It starts to lag on open areas like in the beggining of "Blue Rose" by Savar or in the open areas in "Valley" by Flux.
I know I have to buy a new PC, but I am waiting for Thief 4, so that I can fulfil the requirenments for playing it. And the PCs will get cheaper in future. :p
Time to upgrade, boys! :thumb:
Quote Posted by ShadowSneaker
He doesn't mean max inventory stack. PSC means Property Storage Count; you can only have a certain amount of properties per mission...
Then watch the image I linked above: I have more than 130 arrows in the inventory.
Fieldmedic on 3/8/2009 at 15:44
Quote Posted by massimilianogoi
Time to upgrade, boys! :thumb:
Then watch the image I linked above: I have more than 130 arrows in the inventory.
Nonono...they are not meaning how many objects that Garrett can carry, they are referring to that the editor stores properties slots and have a certain amount of slots to use up. Even if you add meshes and delete them, you have used slots...so I believe that you could mess up a mission just by adding and deleting lots of stuff...:confused: One thing to bear in mind is if you have added stuff that you won't use, instead of deleting it, you should try to pull it out of the map to an unused area in the editor...Beleg Cuthalion has dug into this issue and can explain further :)
Judith on 3/8/2009 at 15:45
Quote:
That make me feel like most of the fanmissions makers are using 4-5 years old stuff...If you have a room/area that motivates a lot of lightning or other tough rendering, I don't find it wrong by the designer to add the lights.
Well, the FM enthusiast use even older PCs for they're playing T2 FMs mostly ;)
And the thing about T3 ED is to value every light you use. It's not like in other engines, where you can have a room as big as a football pitch and 200 lights in it because in the end it's all going to be baked as a lightmap. Every light except ambient is a realtime thingy, AFAIK.
Fieldmedic on 3/8/2009 at 17:00
Quote Posted by Judith
Well, the FM enthusiast use even older PCs for they're playing T2 FMs mostly ;)
Ahh, touché :)
Quote Posted by Judith
And the thing about T3 ED is to value every light you use. It's not like in other engines, where you can have a room as big as a football pitch and 200 lights in it because in the end it's all going to be baked as a lightmap. Every light except ambient is a realtime thingy, AFAIK.
Mmm, I imagined that the limits were mostly based upon the engine...When you say ambient lights, do you refer to the LevelInfo -> ZoneInfo, the light that applies to the whole level, or do you mean some NoShadowOmniLighting in some room?
Judith on 3/8/2009 at 17:59
No I mean the light type you choose in the property window - AmbientVertex lights are somewhat less demanding when it comes to processing power, but they can look weird sometimes. For starters, they do not use normalmaps on a surface they're cast on, they just make it disappear.
Beleg Cúthalion on 3/8/2009 at 19:54
Talking about lights already and with no mod in sight: Krellek's Labyrinth had a hall with lots of shadow casting lights in it and although it was quite a drop, it wasn't unbearable. Don't know, though, if they were spotlights according to Tiens's discovery that they're lesser performance eaters.
@Massimiliano: Check the Quirks etc. and Game crashes... threads to find out how to detect your property storage count. If you're close to 60,000 with both used and used-but-freed slots it might get a bit messy.
jtr7 on 3/8/2009 at 20:01
Quote Posted by Fieldmedic
That make me feel like most of the fanmissions makers are using 4-5 years old stuff...If you have a room/area that motivates a lot of lightning or other tough rendering, I don't find it wrong by the designer to add the lights. Respect towards people with slower machines, yes, but a computer that is older than 2-3 years is a old machine...
My late 2006 computer specs are well beyond the recommended requirements for TDS...and TDS plays like poo. Any FM that pushes the processors beyond TDS will not be very playable. People like me are pretty much left out of participating in a smooth T3/T3 FM experience. No telling when the funds will become available for a new system.
massimilianogoi on 3/8/2009 at 23:03
Quote Posted by Fieldmedic
Nonono...they are not meaning how many objects that Garrett can carry, they are referring to that the editor stores properties slots and have a certain amount of slots to use up. Even if you add meshes and delete them, you have used slots...so I believe that you could mess up a mission just by adding and deleting lots of stuff...:confused: One thing to bear in mind is if you have added stuff that you won't use, instead of deleting it, you should try to pull it out of the map to an unused area in the editor...Beleg Cuthalion has dug into this issue and can explain further :)
Really?? Never heard of this before.
massimilianogoi on 3/8/2009 at 23:10
Quote Posted by Beleg Cúthalion
If you're close to 60,000 with both used and used-but-freed slots it might get a bit messy.
Finally what are these properties? Make me some examples, so I better understand.
And what you mean for "getting a bit messy"?