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a couple qs
Posted: Sun Mar 02, 2008 1:36 pm
by elfie
1. how do you change the weapon fire sound?
2. how do you eliminate laggynes in a map?
Re: a couple qs
Posted: Sun Mar 02, 2008 2:09 pm
by woner11
1. You go into the odf and you change the sound file being called.
2. If you're on multiplayer type in the admin waitlate command.
Re: a couple qs
Posted: Sun Mar 02, 2008 2:21 pm
by Caleb1117
If your map has alot of grass or other foliage, that can cause lots of lag.
Fog is another big lag maker.
Re: a couple qs
Posted: Sun Mar 02, 2008 2:54 pm
by MercuryNoodles
The unfortunate problem with lag is that multiple factors have to be considered. Since hardware capability, and the engine itself are things that can't be dealt with effectively, I'll move onto the level design.
- The number of objects, and the complexity of the models are a major factor. The more the computer has to render at one time, the slower it's going to work. This is usually dealt with by using low-poly count models, and keeping objects present on a map to a minimum.
- The textures themselves also play a role. It's often overlooked, but textures take up a lot of graphic memory. Well, with newer graphics cards using unified architecture this won't be as much of a problem. The problem is usually worked around with using low resolution textures.
- Effects also come into play. The more effects you use, the more the system has to render.
- Portals and sectors can be used to reduce lag, as I recall. I'm not too familiar with it, but I believe it keeps the system from rendering things you can't see.
- The amount of AI may also affect lag. The best thing to do is only utilize as many bots as you need to achieve your vision. Just throwing hundreds of AI in for no reason doesn't really make for a good level. Hoth from the campaign would be a good example of this.
This is all I can tell from the top of my head, anyway.
Re: a couple qs
Posted: Mon Mar 03, 2008 5:15 am
by MercuryNoodles
Spacecraft cockpits aer simply commented out in the odf. All you have to do is uncomment the line, unless you want to use new cockpits. For ground vehicles, it's a bit more complex, and not entirely possible to do.
Re: a couple qs
Posted: Mon Mar 03, 2008 6:22 pm
by elfie
so i delete the line that says what cockpit it is associated with in the odf file?
Re: a couple qs
Posted: Mon Mar 03, 2008 6:33 pm
by Taivyx
elfie wrote:1. how do you change the weapon fire sound?
2. how do you eliminate laggynes in a map?
I'll answer the second one since it's a quick answer. Cut down on effects defined in .fx files, reduce the amount of foliage if you have any, reduce the number of lights.
The first one is not that easy.
This tutorial pertains to adding custom weapon sounds, which is what you're doing I'm assuming.
http://www.gametoast.com/forums/viewtop ... t=#p101277
and make SURE you've read Rend's tutorial on adding missing shipped sounds.