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boogerlad has contributed to 153 posts out of 465278 total posts
(.03%) in 4,964 days (.03 posts per day).
20 Most recent posts:
You can set the resolution by reading this: http://hce.halomaps.org/?nid=309 and that is a common issue with Intel graphics unfortunately. Try updating to the latest drivers. I have tried haswell integrated and it does that occasionally. Intel's drivers on linux are surprisingly more stable, but I doubt you want to go that route.
Maybe it's because you guys aren't using a version control system after TSC:E
https://www.youtube.com/watch?v=M6UxyULFp4g
If someone believes a lower fps count is better than something higher, they are delusional.
Got an exception after killing cheif. https://mega.co.nz/#!iVVxEIqC!ahXaS75VbSh3gb2JTexS_Wm_iuVL4eF-ILss38-6G8I
That doesn't fix it, just hides the problem.
I don't think they will be fixing FOV bugs. I reported them early in the RC stage and they didn't do anything about it. There are also FOV bugs with cutscenes, but that is due to an OS/engine limitation with regards to max number of rendered polygons.
Congrats team! Sorry I couldn't help out the final bugtesting but I've been stranded in the hospital for a while. Does someone mind hosting the readme and any other reading material(pdf) on not mediafire? It's blocked here.
Sorry, it's hard to tell when it comes to this forum lol
Your understanding of the term "render" is flawed.
I'd love high poly models to port into something like cryengine or render in luxrender.
C20:E is handled by Masterz and co. The Evolved team has been working exclusively on TSC:E leaving Masterz and co to work on everything else with a different tag set.
What a joke. Despite the number of cores, it's IPC is so low a modern lowend quadcore from intel or a dual core with ht would destroy it for 3ds max rendering.
What CPU do you have? 8 cores doesn't tell us a whole lot. 3ds Max 2010+ is also a prerequisite. It doesn't really matter though, we're near the end. Work can't be parallelized any further at this point.
stay silent.
> implying Alienware = fast
What are your specs? Edited by boogerlad on Jan 20, 2015 at 07:00 PM
hehehe. More than that.
Depending on BSP complexity, but that sounds about right. That time does not include fixing any errors and needing to re-render though. There's four lightmaps to render. Standard, direction 1, 2, and 3, which we can parallelize the workload. Edited by boogerlad on Dec 27, 2014 at 02:33 AM
I don't know much about tags, but how about having a git/svn repository of some sort? Or just use the folder feature of mega.co.nz. Then people can browse for individual tags and get what they want.
That's still okay I guess. There's nothing with higher single threaded performance than an overclocked Haswell. What's the team using to render lightmaps now?
Yes. I used to use Maxwell Render frequently, which is cpu only and scales very well, even across network nodes.
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