Ep.2 Geonosis Offensive FINAL (GAMETOAST TRIBUTE)
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- Teancum
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Also, this is a very CPU instensive map, so that could be the cause of freezing on other computers. I mean, you're looking at combine both all the memory assets of a ground map PLUS space maps PLUS cockpits PLUS additional units PLUS jedi units. Unless you're running a decent graphics card, I'm surprised it runs at all.
This actually puts the CPU specs needed to play WAY beyond what the specs needed to play the regular game are. I'd say you need at least a 1.75ghz processor, 512mb ram, and a good graphics card to play this.
This actually puts the CPU specs needed to play WAY beyond what the specs needed to play the regular game are. I'd say you need at least a 1.75ghz processor, 512mb ram, and a good graphics card to play this.
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-(DW)-Arc9[E]
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Darkwedge
OFFTOPIC: I run with a brand new vid card with a 5 year old CPU and it run smooth with nothing lag down problems or nothing.... I to am surprise it runs this.
Also about the space part I saw it on the ported sand dunes maps were you can use the AT-XT and that republic fighter... (I dont know the name) from the cartoons maybe that can replace the arc-170 because that was more closly to EPII clones. Just my thought on it.
Also about the space part I saw it on the ported sand dunes maps were you can use the AT-XT and that republic fighter... (I dont know the name) from the cartoons maybe that can replace the arc-170 because that was more closly to EPII clones. Just my thought on it.
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Stager00
Thanks for that Teancum.
One of my test pc's has an intergrated nvidia onboard video card with 512 Ram..and it runs smoothly even on intergrated graphics with detail high.
Im keeping alot of the lighting tricks down to minimize the load on the Vram..but CPU usage is high.
Actually. I removed cockpits for that reason...so no cockpits.
Again, Thanks for the System requirments note.
One of my test pc's has an intergrated nvidia onboard video card with 512 Ram..and it runs smoothly even on intergrated graphics with detail high.
Im keeping alot of the lighting tricks down to minimize the load on the Vram..but CPU usage is high.
Actually. I removed cockpits for that reason...so no cockpits.
Again, Thanks for the System requirments note.
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
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TheTao
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TheTao
Time for a math lesson. A decimal point refers that an integer is out of another number. When it comes to processors, it is always a number out of 100. Therefore, 2.20 is two and twenty one-hundredths.
Enter a little thing called simplification. 20/100 can be reduced to 2/10. Therefore, 2.20 and 2.2 are the same thing. All I did was knock off the extra zero.
Enter a little thing called simplification. 20/100 can be reduced to 2/10. Therefore, 2.20 and 2.2 are the same thing. All I did was knock off the extra zero.
Last edited by TheTao on Sat Mar 18, 2006 4:27 pm, edited 1 time in total.
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TheTao
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Delta-038
excuse me but this is an important discovery that I think I should bring to the attention of the creator of this map AND everyone else. I think the Trade Federation Lucrehulk battleships (ring ships) were intended for boardin/docking near the hangar area. Reasons why are described in my thread index.php?name=PNphpBB2&file=viewtopic&t=4270
I have come to the conclusion of this during an experiment of your map EP2 Geonosis in which flyers for some reason could NOT land anywhere else except on a small pad leading directly into the entrace of the "blocked off" hangar of the Ring ship. I noticed it had the same exact effect associated with landing in space with cap ships when you slow down considerably in the hangar and you can no longer fire weapons while in docking procedure. It was the same way with the Ring ship and I assure you that it was not a glitch. I took a screenshot of me and my ARC 170 landed right outside of the hangar entrance above geonosis on the RIng ship but I don't know how to post a .tga screenshot. Test it out for yourself to see what I'm talking about, fly a craft up into the atmosphere near the hangar of the ring ship (the ends of the rings) until u notice your craft slows down considerably and keep hittin the landing key until you land.
PS This is only possible with the latest version of this particular map which allows you to fly up to that altitude.
I have come to the conclusion of this during an experiment of your map EP2 Geonosis in which flyers for some reason could NOT land anywhere else except on a small pad leading directly into the entrace of the "blocked off" hangar of the Ring ship. I noticed it had the same exact effect associated with landing in space with cap ships when you slow down considerably in the hangar and you can no longer fire weapons while in docking procedure. It was the same way with the Ring ship and I assure you that it was not a glitch. I took a screenshot of me and my ARC 170 landed right outside of the hangar entrance above geonosis on the RIng ship but I don't know how to post a .tga screenshot. Test it out for yourself to see what I'm talking about, fly a craft up into the atmosphere near the hangar of the ring ship (the ends of the rings) until u notice your craft slows down considerably and keep hittin the landing key until you land.
PS This is only possible with the latest version of this particular map which allows you to fly up to that altitude.
