shinRaiden 0 Posted November 28, 2003 I presume this is a rather futile request, but I'm tossing it out there anyway. Feel free to move it to OFP2 if it's more appropiate there. I'm helping test some extra large scale maps, ie 2048x2048 cell maps, as opposed to the standard BIS size of 256x256 cells. While in-game playability is very close to a BIS map or BAS's Tonali, viewing the map in the mission-editor or in-game map view peaks at about 5 fps. It appears that we need a minimum of 9 fps to activate double-click functions. My question is - is there any mechanism existing in the OFP engine to selectively 'activate' or 'filter' portions of the map, terrain detail, or registered objects to reduce memory load? My specs: Athlon 2100+ (oc'd at 2ghz - 10x 200fsb) 2x 512mb DDR 400 dual-channeled on a nForce2 mobo. GeF4 ti 4200 8x 128mb WinXP pro sp1 Thank you. Share this post Link to post Share on other sites
ralphwiggum 6 Posted November 28, 2003 This issue was brought up ever since someone(lonewolf?) managed to make bigger maps. I think the current engine limitation is the culprit. Share this post Link to post Share on other sites
shinRaiden 0 Posted November 28, 2003 Yeah, we've been trying to document it as much as possible. Basicly, as it stands now, any attempts to make missions for something this big requires completely external creation and editing, and resource.bin seems to only have entries for the interface, so I figured I might just ask. It only affects mapview stuff, gameplay difference is negligible. Been testing one between digging mudholes and chowing down. Share this post Link to post Share on other sites