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Re: NOTE to mappers Quote:
And there's this also to think about when mapping. Trees kill frame rates, except for the palm trees, they're a bit different. Any other tree (with the big bushy alphas up top) are real frame killers, so go light with those suckers if you can ;) |
Re: NOTE to mappers Sorry for going a little of topic but where can i find the fan mappack. Didnt d/l it when it was on the "news" on the main site(dunno why lol), have searched almost everywhere but can't find it. Would be very happy if someone could give me a link or something? |
Re: NOTE to mappers I agree in a small part. The detail of some maps are not up to standard. But, dont drop items out just to please people with old machines!! Example the Orel map,my settings are 1600x1200x32 2xAA max settings video and sound (64 channel) it runs between 85-125 fps on servers up to 64 man. Please don't remove or alter maps just because people fail to upgrade there machines!! The flames will start now about upgrading, cost and etc..., live with your outdated machines or upgrade!! Just stop whining about loss of frame rate. |
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Re: NOTE to mappers If you have a Geforce 3 or Radeon 7500, then you don't need to worry about the graphics card. The main cause of lag has since the BF1942 came out been the sound. Put down the sound quality a bit, and it'll definetely run better. Just put up a coop game with bots, and try comparing the sound off and the sound at it's maximum. You'll notice it'll run perfectly smooth with no sounds, whereas you can't even move forward normally when set to it's maximum. I told you folks I was right about the trees! They are lag warheads! That's why maps with many trees lag so much. At Valirisk the lag is probably caused by the great amount of vehicles; many vehicles at one location causes lag, although that map has barely been of any trouble to me. I would personally advice to set 32 max players at servers. Any more and you will definetely get lag, even if the map is oh so small. But you usually divide three kinds of maps; open maps, which are usually about tank battles, where the lag can be reduced because open maps need fighting ground, and great urban streets are not required. Then there are the sea battles. All you need is an Island (or more) and the rest is just one big ocean. The third kind of map is the infantry map. These maps are smaller, so less objects. They don't contain much, or none vehicles, so that also helps reducing the lag. Basically what I'm saying is that there is most of the time a solution to solve lag. I would always prefer to make maps about specific scenes in a battle. If you would make a Stalingrad map, I would make different scenes, rather than combining them and producing an infantry, tank battle, and airfights map in one. If you split em up, you can reduce the lag almost "automatically". |
Re: NOTE to mappers The first poster is right about the airfields though ! FH team wants planes to rearm because they gave them very limited bomb payload, and some planes reload so slow ( mainly mg or cannon ammo) it is even better to land completely. And i like that realism. Bf1942 aircraft would have been hard to land on such airstrips as metioned, but FH aircraft are very, very hard to land there. I am sure impossible to land for casual players, and unacceptable risk for skilled pilots who need to land there often to rearm or repair. You don't have to question my pilot skills, i set all bf1942 planes down on a hangar roof intact, including the B17, not mentioning years of playing (combat) flight sims.....now FH planes are far less forgiving and i read will be even less forgiving in future, wich i only enjoy. But it is very reasonable and nessesary to ask airstrips or airfields are functional, and not only for take off, else they are in fact not built for FH vehicles, so do not meet FH standarts. |
Re: NOTE to mappers I totally agree with Lt. Havoc when Orel is concerned, lose 2-3 hundred static objects. And Radeons have nothing to do with the frame drops during orel. The problems is that many people like to play BF1942 + FH with the detail set to max, and they can do that for all the maps except Orel because it's just got too much going on in it. Most people don't want to have to lower their resolutions or sound on account of one map out of 30 or so. |
Re: NOTE to mappers Well changing Orel is out of the question. The maps for people who have really good systems and can play the map at max detail ;) |
Re: NOTE to mappers I try to lay out the airfield historically and then I do test flights with a B-17. If the B-17 can take off and land over trees and stuff at the end then anything can. And as per suggestions I am reducing the numbers of trees and smoothing out he terrain on my Normandie Bocage map. |
Re: NOTE to mappers Quote:
I think not all airfields have to be long enough to handle a B17, but thy HAVE to be able to handle the plane type that is used in that map, with some safety margin ! And i mean a proper landing, without rediculous tricks like jumping out to stop the plane in time. The aim should be casual players with reasonable flying skills can land safely aswell. Else that map design is not good ! Right now on maps the content of vehicles will change a lot......so your B17 testing to see if an airfield is good is the way to go..... Again, FH devs wanted the realism of having to reload a lot, so airfield need room to safely land to rearm or repair. Maps need to be in line with the coding of the vehicles. |
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