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ChopBam

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Everything posted by ChopBam

  1. Saw it earlier! Really cool concept, although I found the constantly changing view to be a bit disorienting. Perhaps it is different with VR? Also I'm not sure how I feel about the whole held phone/techie scanner thing.
  2. I have little doubt it's a software issue. I've experienced my own frustrations with crashing when there's too much in the viewport. It can choke up if there's too much stuff showing at once, but that seems to be the only time it chokes up for me. And for me, non-shaded wireframe mode really helps, as OpenGL/Software has much less work to do. What OS are you using? I'm still on 7, so maybe the oldness of my OS is helping my program's stability, as weird and backward as that sounds. Ultimately I'd like to see your source files in max to compare with our other map files, as I don't experience such performance problems as you're describing when I load those. It could also be chalked up to an enormous size difference between stock maps and Siege. I know you said it's split into four files (none of the stock maps require this afaik); what filesizes are you looking at now? Have you painted trees/grass/rocks yet? Your last few screenshots look really pretty with all the ivy, but too much of that stuff can also eat performance, so striking a balance is paramount.
  3. Do you use layers? I find that hiding layers of things I don't need to see at the time, plus working with wireframe (F3) helps the performance problem immensely. If you do need to go shaded though, make sure you're zoomed in and not pointing a perspective tilt toward a lot of stuff. ALSO, this might be important. Do you still throw the middle viewport handle to the corner instead of maximizing the viewport (Alt W)? Cause that might also be killing your performance in a big way.
  4. Nice as always. Why does the barrel require three objects? Is it because when you shoot them you want one to act like metal, the second to act like wood, and the third to do something else?
  5. I agree with MPRA2 on MBTs, but not the Phase Tank as a Tanya chariot.
  6. I have work during both times. Can't make it!
  7. I think resolution is actually controlled by the text file engine.cfg, which should be in your Documents\W3D Hub\games\apb-release\ folder. Try that one.
  8. I timed out right before the second game ended.
  9. Guess I'll pull this one out of my ass again.
  10. I thought of this too. Gems are worth so much more now.
  11. On maps where Supply Trucks generate themselves somewhere on the map, this isn't applicable. And they generate themselves on quite a few maps now...
  12. I am also fine with CI as-is, for the record.
  13. I think those of us who don't know what death note is will be a little lost and less likely to sign up...
  14. Raapy, who says the map wasn't converted to 3ds? (It was)
  15. Argh. The logic of a guy new to Verti games. Ah, so they really did target Cat5? I'm glad I protected him then. And the log confirms this. Woop, I did something right! Hopefully this makes up for my not catching on to your "obvious War Factory" thing earlier on, Cat5. Although, it really wasn't that obvious to me. I had no idea why I received a heavy tank in the night, and I didn't connect it to a war factory role, especially considering war factories did not exist in previous mafia games. I guess people got confused anyway, but Jeod really did push them in that direction.
  16. Messing with Chronosphere technology to fix time problems is more RA-listic than a Pillbox turning into a Spy.
  17. I think this is nice work, thanks for sharing.
  18. Good point, and I suppose the APC's current underuse will be alleviated by weapon improvement.
  19. Guess I saw it doesn't refill C4 and assumed it doesn't refill armor.
  20. A lot has been said here. Pushwall did you address the suggestion to let the APC refill armor and c4 like the supply truck does? Also what if Chinooks could do this?
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