Product Chat / TRUE Openworld. +DON'T PUT ON STEAM

Author
Message
shakyshawn8151
11
Years of Service
User Offline
Joined: 9th Nov 2013
Location: United States
Posted: 8th Jan 2015 17:34
Will we ever have TRUE open world? or just the same set restrictions, Using multi-level to increase borders was one of my idea's but after reading, that it is only going to be used to put one level and switch another level, I doubt there will be any work on bringing over stats, script values, or anything from the previous level, sorry If I seem harsh, It is just how I talk, I try to be open about stuff.

We need the ability of TRUE open world, not using a system that has been used since the late 90's, games like GTA3 had a system like how the Multi-Level system is explained, In GTA 3 if you cross the bridge another map/level loads takes a long time, and after that time you are on the other side of the bridge, (WHILE I have no problem with it, as all stats etc add over from the previous level) Again sorry if I seem aggressive, just would like to see other area's of the engine worked on, I personally think there are way more important things to work on, for instance there is no reason Lightmapping should of been worked on so early, there will be a huge amount of changes that would happen to the engine, that can conflict with the LM, and cause more problems in the future. Also I read something about a steam release coming soon.. No offense but I hope that was a new years joke, the engine is NO were near ready for at least another year. there will be nothing bad bad reviews, the only good reviews coming from us forum people. Someone who see's this for the first time will use it for 3 hours and then lose interest. again No offense I am speaking the truth, I let 3 people try out reloaded on my computer (1 with a dev background) and they asked if I was joking. I told them it was a first person shooter creator engine, in beta. I understand people want to make money, but there is no money to be made this early. it will only prevent future users from buying the product on steam, if they see a lot of negative reviews. With all my experience watching products on steam, and using the green light feature a lot of times I know how this can go. I hate to say this, as I love reloaded so much, and will continue to watch its development, I only say this stuff to better reloaded. If reloaded is put on steam in this state, it will ruin reloaded, sure they may get a small amount of cash, but if it really work the negative feedback? Wait a few months. Fix AI, this is not a working FPS Engine without working AI, I personally think there scripting should be completely redone, after that add in slots of future plugins for them. This is my semi-monthly review on reloaded.

I will add in anything else I need by editing this. But right now this is how I feel about reloaded.

NOTE: My Steam comment I would like to disregard, as I seen that Lee was misinterpreted when he said 2 month's until release. But I would still like to note, that the Steam community is an unforgiving yet amazingly honest community. Be warned.

CPU; Intel G850 2.9ghz GPU: Raedon HD 7750 1gb 4GB Ram

Windows 10 1TB HD 60GB HD
J0linar
GameGuru TGC Backer
14
Years of Service
User Offline
Joined: 3rd Feb 2010
Location: Vienna, AT
Posted: 8th Jan 2015 17:52
FPSCR is what it is, a FPS Engine with possibility to do other FPS Style Gameplays.
Who knows we might even get a coop multiplayer, later down the road but Reloaded will never be a OpenWorld Engine.
At least i cant see a way and to be honest neither a reason for Reloaded to be a OpenWorld Game Maker.

Regarding Steam, sooner or later TGC has to go this way and by the looks of it,
there is not much missing to complete a usable Beta Version for Steam.

-Construction Kit
-Particles
-Fullscreenshader effects
-Gui Editor
and we would be verry well on the way to get actual playable and sellable games.
And yes the last 2 i made up, i hope TGC adds new shaders and a gui system with the Steam Beta.

http://j0linar.blogspot.co.at/



PC SPECS: Windows 8 Pro 64-bit, Intel I7-3630QM 4.8GHz CPU, Nvidia GTX 675M - 2048MB GPU, 16GB DDR3 RAM
PM
drewtaylorr
GameGuru TGC Backer
11
Years of Service
User Offline
Joined: 18th Jun 2013
Location:
Posted: 8th Jan 2015 18:05
I agree but open world should be a option. There needs to be unlimited terrain as in unity . There is as much terrain as the user wants thats what needs to be in the engine.

Kill or Be Killed
DVader
20
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 8th Jan 2015 18:23
Personally I think this latest release is great indicator of things to come. The main engine is coming along nicely. The baking was added because real time is not an option for those with lower spec machines and as they have been trying to get lower specs running better , this is the best option available. I also think the main engine is near completion, and one of the reasons why it took so long to release the last update was because it was being completely overhauled. i think baking is a great addition, despite the bugs at present. Once it is 100% it will be a great feature.

Now, onto Open World. Yes, there is no saving of any stats between levels as such, at least built in. Lee has mentioned in a blog he intends to add some of that sort of thing into it, but it is a lot bigger job than you may imagine, and as there is still more to add as the engine progresses, probably a good idea to leave it for now. You could of course code this manually. I can't see any reason why you can't save stats from one level to another, especially if they are your stats, from your scripts. In fact, you can't really expect Reloaded to do a lot of this for you automatically. If you have custom scripts you will need to handle that yourself. The only things Reloaded will carry over are the basics.

As for releasing on Steam, well I agree and disagree. At the moment, no it would not be a good idea. In 2 months it may be a different story, it may not, TGC will have to judge that when the time comes. However, it is not anything like as bad as you portray here, and of course TGC need to have a plan in place and deadlines to try to meet, otherwise it could take till next year People, even Steam users, do accept that if a product is released as a beta or alpha that there will be bugs. Prison Architect has many bugs still and has been on Steam for some considerable time. It also does very well for itself and has a big fan base. So well in fact, when it is finished I can't really see it selling that many. I am not keen on this new trend myself, funding your game as it goes seems highly odd to me. Still, TGC would be silly not to take advantage of the current trends with a product like Reloaded. It is far more suited to the system than a game is, being a tool rather than a game you will eventually tire of.

Lastly, did you not mention in another post you had a game in Reloaded you were applying to get Green Lighted? If so, considering you feel the engine is not ready for sale, it is a bit much releasing a game made in said engine. I wouldn't dream of starting a game for actual release yet in Reloaded, because it is not quite ready. All sorts of things can change down the line to break your game. You really need to wait until Reloaded has a stable version that has the features you need to complete your idea. Then, you don't have to worry about a new version breaking it, as you do not need to upgrade it for your game anyway.

Just my thoughts. I haven't seen your game, so can't comment on how good it is. I know however that for ideas I have, Reloaded has not got the commands to cope with it. So I wait, and experiment with it to get myself ready for when the commands are in place.

I think 1.9 is a great release. I was hoping for more new lua commands, but for now we will have to wait a bit longer. I think TGC will be busy fixing as many bugs as possible before the Steam Launch, rather than adding a lot more features in. I think a few vital Lua commands could be added though



SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.
shakyshawn8151
11
Years of Service
User Offline
Joined: 9th Nov 2013
Location: United States
Posted: 8th Jan 2015 18:56
@Dvader some great points here, as well as some good stuff to counter some of the negative things I said, made me think a lot, and you are right, I just don't want reloaded to have the chance to fail, as it is a amazing engine, and the game we are working
3com
10
Years of Service
User Offline
Joined: 18th May 2014
Location: Catalonia
Posted: 8th Jan 2015 21:52
Quote: "AI can shoot through walls, is there any way this can be address? or is anyone else having this problem? is it a custom media problem?"


I'm now experimenting with my gtttr level.
I think so, because I read a comment on another post related to this problem and its solution, in other stock buildings .
It may be that you need to add some command, at fpe file.

I even got soldiers not to shoot the player, after being spawned. (ignore yet if it's my fault, or Reloaded bug).

Put deathline intellectual work perhaps necessary, but not recommended, IHMO.

Anyway I will continue betting on Reloaded.

3com
PM
Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 9th Jan 2015 01:00
Just an FYI:

Quote: " I doubt there will be any work on bringing over stats, script values, or anything from the previous level"


In the release thread, the subject was brought up about carrying stats over between levels and I asked if it were currently possible to carry them over with scripts, and Lee responded:

@Jerry : "Can these be scripted and carried across levels/maps at this time with global variables?" What a GOOD idea! I will add to the list for the release.

So, yes, it seems likely we will have that

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
PM
shakyshawn8151
11
Years of Service
User Offline
Joined: 9th Nov 2013
Location: United States
Posted: 9th Jan 2015 16:25
@Jerry Tremble If we can just get a live folder, that somehow saves when the level closes, and then gets loaded when the new level starts. if someone could pass this along would be a great idea. that way if it a folder we can add our own custom stuff.

Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 10th Jan 2015 16:36
Quote: "AI can shoot through walls"


Add forcesimpleobstacle = 3 to the FPE.

SC

i7-4770s 3.10ghz - Geforce GTX 650ti
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 10th Jan 2015 19:16
must be a little more to it, it seems, as I have added this to all my entity's and they still can shoot me thru walls, Is there a thickness requirement of the wall or object?

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 4gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

DVader
20
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 10th Jan 2015 20:57
Quote: " If we can just get a live folder, that somehow saves when the level closes, and then gets loaded when the new level starts. if someone could pass this along would be a great idea. that way if it a folder we can add our own custom stuff."

Not sure it's that simple. All the info carried across levels will be data based and so would be handled via default and custom arrays and or variables. It's not hard as such, just more laborious and it is better to do it when the final array structures are finalised. That way you don't duplicate work as you would inevitably have to update the code for any and all changes in structure.

Hopefully when it hits Steam, it will do so well, TGC can afford a cloning machine , or at least another hand or two on deck We can see from having 2 extra people onboard things have progressed a lot faster, apart from the last update of course ;p . Much of the extra work so far has not been seen though, so progress does seem to have slowed again to us awaiting the multiplayer, conkit and character editor features.



SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.
World Class Multimedia
16
Years of Service
User Offline
Joined: 15th Aug 2008
Playing: Game Development
Posted: 11th Jan 2015 03:21
Not sure how they are storing variables currently, but in order to bring over all data from one level, it has to be saved either in text files, .ini files or in a database. Store the data in the database/file at win zone and then read that file/database at the start of the next level.

However, in order to do this, we need access to how data is written, what data is written and to what file. For example, we do not need to carry over object placement since each level will be different nor do we need to worry about bad guy locations and anything else specific to the previous level. However, we do need health, inventory and anything else the player carries along with him/her from level to level.

As far as open world - you have to load stuff at some point and the only real way to make it semi-seamless is to use disk streaming and quadrants to load things in the background - as you play, the next 'quadrant' loads in the background depending on where the main character is located - the nearest quadrant starts loading in. If not using disk streaming, then everything is loading into memory and if so, it is necessary to take some time to load all the objects, graphics, etc which will cause a noticeable pause. You could play a cut scene or video during this load time to keep the user busy and not noticing the pause while loading. Games used cut scenes or static screens to read with VO to make this go by with less notice.

Lastly, you could write your own inventory system in LUA from scratch and load and save to files/dastabase and not worry about what TheGameCreators are doing. It's harder and more time consuming, but in the end it will be more powerful and rewarding.

My two cents for what it's worth.

Mike

YOU DREAM IT - WE CREATE IT!

www.world-class-multimedia.com

For world-class virtual instruments - www.supersynths.com
almightyhood
11
Years of Service
User Offline
Joined: 9th Oct 2013
Location:
Posted: 11th Jan 2015 03:31
Quote: "we do not need to carry over object placement since each level will be different nor do we need to worry about bad guy locations and anything else specific to the previous level"


I disagree here, what if the level being changed to is a indoor 1 from outdoors but exiting is to the previous map again for like fallout 3 or skyrim ect buildings towns and caves entered from and exited to the same area. so in some cases these details will be needed, quite possibly a lot depending on the game ect.

evga GeForce gtx 750 ti boost2.0 2gb gddr5. win 8.1 amd 4100fx cpu quad core 4gb ram.
PM
World Class Multimedia
16
Years of Service
User Offline
Joined: 15th Aug 2008
Playing: Game Development
Posted: 11th Jan 2015 03:33 Edited at: 11th Jan 2015 03:34
It is assumed that the indoor level is not another level at all, but, a part of the level itself (true indoor/outdoor levels). But, yes, if you want to travel back and forth between levels then you do need to account for dead enemies, object placement, etc. All of that would be included in the file/database, but that would also require MUCH longer load times.



Mike

YOU DREAM IT - WE CREATE IT!

www.world-class-multimedia.com

For world-class virtual instruments - www.supersynths.com
almightyhood
11
Years of Service
User Offline
Joined: 9th Oct 2013
Location:
Posted: 11th Jan 2015 03:46
I don't think reloaded will ever have the power to hold all that action on 1 map tbh m8, I hope it can 1 day but I have my doubts
I would rather have it so I could use 1 map for several indoor ares not linked to gether, ie several different buildings from various parts of an outdoor map, and use a couple of these for the whole outdoor map overall. means having the start markers know when and where to place the player each time might be complex coding required I don't really know. but that's my hope,
I did request of lee a transition zone marker so we could move from 1 map to another and back again without the winzone being used each time no idea if he will look into it though lol.. again I hope he does and it turns out a great little part of the engine for moving maps and back to origin point. I think I even posted it to the featured request board cant remember off hand right now..

evga GeForce gtx 750 ti boost2.0 2gb gddr5. win 8.1 amd 4100fx cpu quad core 4gb ram.
PM
TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 11th Jan 2015 04:01
If it was made so the map could somehow save on the fly it would work and go like this as you exit an area the current map would save like it does in the editor then when you go back to it anything that has changed/moved/destroyed would still be so as for AI not respawning not sure how that would be handled but yea i would like to see the ability to go back to a level. If i use houses in same level but the interior in another level then when exiting that house go back to the level i was in.





PC SPECS: Windows 8.1 Pro 64-bit, CPU: Intel I7 x99 - 4GHz, GPU: Nvidia 980 GTX 4GB, MEM: 16GB DDR4, HDD: SSD, 2x 4K Acer Monitors
xCept
AGK Master
21
Years of Service
User Offline
Joined: 15th Dec 2002
Location:
Posted: 11th Jan 2015 05:12
Quote: "It is assumed that the indoor level is not another level at all, but, a part of the level itself (true indoor/outdoor levels). But, yes, if you want to travel back and forth between levels then you do need to account for dead enemies, object placement, etc. All of that would be included in the file/database, but that would also require MUCH longer load times."


Storing the properties of each necessary object shouldn't be that consuming of a job since it would just be storing basic values (xyz position/angle, obj id, scale, opacity, animation frame, etc). You could likely squeeze thousands of entities of data in a 1-5 MB save file, more if using compression. Since the models and resources are part of the level itself, they would load as always and then the data file could be read to alter the objects, which I don't see taking a lot of time either since only some objects would need to be manipulated. Of course, I'm speaking on generic terms but nothing seems out of the league of possibility to me. Lee even speculated this was what he hoped to do way back when Reloaded development began, although that was long before all the performance concerns came about.

Quote: "A big, huge, monstrous task I am not looking forward to is saving the game states with the new Reloaded engine. I will have to record EVERYTHING this time, from the position the rag doll bodies collapse into, the animation frame of each dynamic element, the stats and values of every entity anywhere in the world, everything about the player at that specific moment and probably a thousand other small details. To combat this, my plan is to make a single super structure that when the time comes will be the only place storing ALL this information in a single place. By separating dynamic 'movable' data with the static stuff that just gets loaded in and referenced, there is no longer any guesswork and trial-and-error about what data should be saved. If it moves, it's part of the super structure, and the entire super structure gets saved. It will mean some pretty beefy save files, but lets face it, when you club ten guards on the head and stuff them all in the wardrobe, you want them to be there when you load in your save position."


PC SPECS: Windows 7 Professional 64-bit, AMD Phenom X6 1100T 3.60 GHz CPU (Passmark: 5934), NVIDIA Geforce GTX-680 2GB GPU (Passmark: 5712), G.SKILL 16GB DDR3 1600 (PC3 12800) RAM
Teabone
Forum Support
18
Years of Service
User Offline
Joined: 8th Jun 2006
Location: Earth
Posted: 11th Jan 2015 07:27 Edited at: 11th Jan 2015 07:31
Actually I was just thinking... I can't recall if you can even save games in Reloaded yet (save games during game play). But if you think about how save games work your basically saving all the variables and entity conditions from the moment you saved. If there is a way to use that type of method per map , there may be some hints as a way to get open world games working. You'd have to have some other type of process happen though to make sure the variables compare with each other properly to present the proper current result.



Also ignoring explosions and RPG missile launch data would be important when leaving a map so you dont return to an explosion occurring as if no time has passed. This however sounds more like a job for Lee as with LUA we are far too limited at the moment to try anything like this our selves. Plus this would require am external file writing and reading system.



We had a similar system work for us in x9 with a couple of mods and some crud stock commands and workarounds.



Ohh and about the Steam release... the reviews are going to be interesting considering we won't have the ability to create indoor scenes during that time. When people think FPS they don't entirely first think about what kind of bumpy hills they can make for a shooting coarse. I have a weird prediction that it may get some negative early feedback due to this.

i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce 420 GT
Thraxas
GameGuru TGC Backer
18
Years of Service
User Offline
Joined: 8th Feb 2006
Location:
Posted: 11th Jan 2015 08:51
I am very much looking forward to the steam release.

When I first joined the community, there were so many people using FPSC and the forums were a vibrant, exciting place to be. The amount of creativity shown by people was amazing.

I'm hoping the release brings that back to FPSCR, when people were trying new things and creating amazing new content. Seeing that creativity fostered it in me and others.
PM
DVader
20
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 15th Jan 2015 18:50
Quote: "I'm hoping the release brings that back to FPSCR, when people were trying new things and creating amazing new content. Seeing that creativity fostered it in me and others."


I think there are a few members already who have done some fairly cool stuff. I'm sure more new people will all help to make the forums more active and busy. Not to mention more cool things we didn't think we could do, being done. Still a tough comparison, as Reloaded is beta, FPSC never had that. It was a launched product from day one, not without issues of course, but it was a different kettle of fish back then than it is now. I think the Steam release (hopefully) will bring many new members to the fold!



SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.
smallg
Community Leader
18
Years of Service
User Offline
Joined: 8th Dec 2005
Location:
Posted: 15th Jan 2015 19:04
all standard information on dynamic entities is already stored while the level is active - health, location etc - so it would only really need to load those instead of the defaults when the map is "reloaded" and technically all static objects wouldn't likely be moved anyway so no worries there (although explosions and stuff can move them this is not really a major issue for the main part and i'm sure mostly a working "dynamic" only save state would suit for now.
(p.s. i'm talking about returning to a level here)
therefore the load time really wouldn't be all that much different - it might even be quicker as enemies will already be dead and thus not loaded (i'm not sure if anyone noticed but dead bodies don't remain anyway - for now at least)
it's just a case of storing those values and making sure they are read correctly instead of the defaults.

life's one big game

windows vista ultimate

i5 @3.3ghz, 4gb ram, geforce gtx460, directx 11
Teabone
Forum Support
18
Years of Service
User Offline
Joined: 8th Jun 2006
Location: Earth
Posted: 16th Jan 2015 19:01 Edited at: 16th Jan 2015 19:22
Hope Rick and Lee take a look at this thread. Lot of great ideas here. Also I don't think there is any any problems with the maps size the way it is at the moment (can be changed later). Considering the general public that would start using Reloaded will most likely not know how to optimize their levels to begin with and right now you can't even fill the map size we have without running into preference issues.



Quote: "We need the ability of TRUE open world, not using a system that has been used since the late 90's"




By the way... most FPS games today are not open world and it was never really the selling point for Reloaded. It was "outdoor levels". As much as we'd love to have it. Ironically enough if we want to talk about the most important stuff, I would personally say the ability to build an indoor room would be a great start... Also most FPS games today use maps that are a half to a quarter the size of what were using right now. Unless your referencing Fallout/Skyrim/FarCry. So I would disagree that the current map size would give us any negative feedback from Steam. However the inability to currently build indoor maps with ease... will be a big problem.



I will agree that I'm not sure were ready for a steam release anytime soon. Though instead of that being because we can't build a endless map... I think a lot of people would like to start building a room as soon as they get the engine. And it just won't be possible for them.



Quote: " Fix AI, this is not a working FPS Engine without working AI, I personally think there scripting should be completely redone, after that add in slots of future plugins for them."




The AI scripts are consistently getting better with each new build and will continue to do so. Also you can edit the scripts to some degree yourself. Bit confused though what you mean by plugins? I am unsure as to how the Character Creator will work... but that is another thing TGC is working on as well. For me personally I would like more control over our custom character scripting abilities.

i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce 420 GT
Duncan Peck
10
Years of Service
User Offline
Joined: 25th Apr 2014
Location:
Posted: 16th Jan 2015 19:48 Edited at: 16th Jan 2015 19:50
Just to quickly say... open world would be nice but is not essential.. the maps are pretty big.. especially for use as multiplayer maps you probably would only want to use a fraction of the size of them in order to make it more playable for people... people don't want to wander around for ages unable to find anyone... that would be the opposite of action packed gameplay! Though for single-player I can understand why a big open world might be appealing.



As for the "Don't put on Steam argument" I personally can't wait to see the release on Steam as soon as the product is ready as that means multiplayer!!!
PM
DVader
20
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 16th Jan 2015 20:14
Quote: "For me personally I would like more control over our custom character scripting abilities"


Yes, this is a big issue still. Apart from obvious issues over the development of Reloaded, one reason I have not even attempted to begin anything like a full game is because there are nothing but soldiers to use. Even the best artists here haven't got anything working 100% yet in this regard either, so we are very limited in anything beyond making scenes or basic shooters.

It is possible to script simple interaction with a character, even with animations probably, but only with a soldier, and only with the anims available. Because of not having a decent civilian character, I have never much messed around with it. Part of the trouble I think is that most artists capable of making decent characters are not going to be scripters and vice versa. None of my attempts to get a more normally dressed character into Reloaded and animating have come close. Even a simple cylinder with an anim making it bend would not work for me. The only real info I get about it relates to 3DS Max and as I am no expert in bones and skinning in Blender, is not much help.

This will be addressed down the line I imagine. The Character creator may well help a fair bit as well. As is, I see only a very few people making characters for Reloaded for the foreseeable future.

I really want to see access to more key inputs, preferably all of them, but I can see how that may interfere with hard coded keys. Still we should be able to define any keys/mouse inputs we like in the game options really. I think adding Lua commands to detect more than e is a must and will transform our scripting options instantly. Also creating new entities via lua would also be very useful indeed. I have mentioned this before, even sent 2 lists of command ideas over time when asked by TGC, but yet to see these particular features looked at, some have already been added . I understand things have priority, but those two commands would make Reloaded so much more useful for more general interaction, I think they are a must have, sooner rather than later. If I had both of those, my survival scripts would be so much more likely to be completed. I have been waiting on either command for months now

I know people have created their own lua commands with some modding, but I want to stick with what Reloaded has by default if I can. If of course these commands do not appear at all, I will be forced to try them at some point, if I intend to make an actual game.



SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.
kehagiat
11
Years of Service
User Offline
Joined: 16th Jul 2013
Location:
Posted: 17th Jan 2015 10:05
Incidentally, this
Quote: ".. the maps are pretty big.. you probably would only want to use a fraction of the size of them "

raises the issue: is there a way to build a game with a smaller-sized terrain? This could, among other things, give a serious FPS boost.

Whereof one cannot speak thereof one must be silent
almightyhood
11
Years of Service
User Offline
Joined: 9th Oct 2013
Location:
Posted: 17th Jan 2015 12:35
I have been on at lee about this for quite some time lol a smaller terrain size options would be helpful..

evga GeForce gtx 750 ti boost2.0 2gb gddr5. win 8.1 amd 4100fx cpu quad core 4gb ram.
PM

Login to post a reply

Server time is: 2024-11-22 23:43:20
Your offset time is: 2024-11-22 23:43:20