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Lockheed Martin-ch

Sniping-Jacks Mapfact Nogova2

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Awesome work on the costal road to the East, very impressive. Still exploring. smile_o.gif

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OMG so much lag mad_o.gif

I have an

AMD athlon XP 2200+ 1.8ghz

768mb RAM

Geforce 6600 gt 256mb AGP

And with view distance at about 1300 and very low terrain detail i get about 12fps.

You say we must play at normal terrain detail to fix some bugs wow thats even more lag, i switch view distance to 900m with terrain detail still very low i get 20fps.

Hvaent tried with normal terrain detail yet but will do.

However depite the lag this island is beautifull great work.

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Quote[/b] ]Awesome work
Overall!!!

Im running noe2 with ffur2006/2 at 1600 viewdistance.

Not a very great fps but im not cqb-ing so ill be safe.

Its a long time (im talking years ) ago that i went exploring an island in a car just to enjoy the countryside.

Thnx for this gift guys!

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About opening/closing doors and gates:

Init line:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(object ObjectID) Animate ["SeeList",1]

ObjectID = click on "show IDs" in the editor and type the number

List:

<ul>[*]Door

    if the building has just one door

[*]Door1, Door2, Door3...

    if the building has more than one door

[*]Gate

    if the object has just one gate

[*]Gate1, Gate2

    if the object has more than one gate (exept the large hangar)

[*]Barrier

    selfexplaning what it does animate

[*]Switch1, Switch2, Switch3

    for the gates of the large hangar

[*]Cover, Switch

    for the power controller placed in on ceveral places

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Well i find it wierd becuase ive been playing there converted campaign and i hardly exerience no lag at all.

i went into my sysem to look at what i have and these are the full findings..

AMD Athlon XP 2000+

1.67Ghz, 2.0GB of RAM

128mb GeForce 4

Flashpoint Settings:

Reso 1024/768

Refresh Rate 75Hz

Visual Quality Max

Visability 1300

Terrian Detail Normal

Everything Enabled Except W-Buffer

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I dont undersand why there is a converted version of the campaign i played the first mission of it and didnt find a problem.

Also i thought everything is in the same place as before so i dont see why there would be problems.

Also if i was to make a mission on this nogova would it put nogova into the addons in the mission.sqm?

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Hi, i run in a P4 3000Mhz, 1Gb 433Mhz RAM, a GF 7600 GT the terrain detail on normal and the view distance at 911m ; and with the BLB SAS + a box of my M4's + the FLK_Lynks my FPS were 14.

I guess that the OFP engine is not prepared to run with so many objects; i was also running the ECP 1.085 and the DXDLL 1.0 . This island looks very good and now it has really good places to make lots of MP missions, but i don't know how the servers will manage so much things. But it looks really good. Let's C ya

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Computer specs:

Pentium 3

933 mhz

512mb ram

WinME

128mb GeForce FX5200

OFPR in game settings:

Resolution: 1024x768x32

Visibility (view distance): 900 (capable of 2000 smooth)

Visual Quality: 11.23

Frame Rate: 11.23

ALL OTHER OPTIONS ENABLED

W-Buffer is disabled

--------------

OFPR preferances settings:

Texture Heap: 16mb

File Heap: 16mb

Geometry Performace: 1783

Max Lights: 23

Explosions: Enabled

Missles: Enabled

Static: Enabled

Cockpits: 4096x4096

Objects: 4096x4096

Landscape: 4096x4096

Special Effects: 64x14

Auto drop down: 4x

Max Objects: 256

Objects LOD: .019

Shadows LOD: .050

Everything runs smooth with the game logic enabled and beautiful. Or does my computer just suck haha. Nice work. Thanks for the stuff!

To improve performance my only suggestion is reduce the number of programs running in the background. Check your available resources for the computer and start shutting down things.

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I dont undersand why there is a converted version of the campaign i played the first mission of it and didnt find a problem.

Also i thought everything is in the same place as before so i dont see why there would be problems.

Also if i was to make a mission on this nogova would it put nogova into the addons in the mission.sqm?

1.) the campaign isn't "converted", its been adapted.

The original campaign woun't work properly because there are some units into a building or a very dense collection of bushes for e.g.

2.) the campaign includes the LOGIC. It's not important but it's a little bit for your eyes if the oil fires are burning and the pumps are working for e.g.

Your last point i cannot understand - sry. huh.gif

To explain what happens if you activate the mod folder:

firstly please note, that it's not a MOD! It's just a replacement of the island

The file name of Nogova2 is exactly the same as from original Nogova but it has its own config.cpp.

So you are able to activate a MOD additionally.

But maybe in some cases it comes to a collision between the scripts which tries to rule Nogova2.

If you want to make a mission on Nogova2 there is no problem at all. Just activate it and then do the usual procedure.

@problems:

Like the post from IceFLYER shows the island runs perfect on very small and old machines.

I have noticed that many ppl with pretty actual machines have problems. It's been reported since years that OFP have problems with some actual drivers.

Maybe you can try an older version to run?

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I went for a landing at Nogovas airport at night and I was just amazed at how cool the island looks with all the lights.

I went for a motorcycle ride through some cities and same thing...just great for visuals.

Love the large bridge.  inlove.gif

I got the out of memory too but Im going to try my best to solve that. Its too good a map to not play on.  thumbs-up.gif

EDIT: So cutting down on my 800 MBs of addons in my OFP and Res folders (each) might help eh?  biggrin_o.gif

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About performance: No problem, fullstop yay.gif

Didn´t notice any more slowdowns than on Toh´nal several years ago..

Maybe the most important thing is not to go overboard with your gfx settings. Don´t load more addons than needed. In short terms, keep your OFP clean dudes!

Or do it like me, make some screens using 5000m view distance plus high terrain detail and you´ll be more than just satisfied as soon as you switch back to normal play settings biggrin_o.gif

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">My (outdated) rig: 2500XP, 1024 Ram, 7800GS AGP (+latest NVO drivers)

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Like the post from IceFLYER shows the island runs perfect on very small and old machines.

I have noticed that many ppl with pretty actual machines have problems. It's been reported since years that OFP have problems with some actual drivers.

Maybe you can try an older version to run?

It runs fine, that's not the point, as said... it uses a lot of memory, which results in not being able to use a descent amount of addons.. The 512MB barrier seems pretty close when using Nogova 2. I am wondering how much memory your flashpointresistance.exe uses when the island is loaded with or without addons, if you would do that for me... it can say if it could have something to do with our rigs/settings/drivers or it's the same usage for all and thust still a poblem when wanting some nice units to run on the great island.

I repeat... I am in total love with the Island, it's beautiful, and certainly a master piece, you guys are the greatest, and that's why it hurts to run into these problems smile_o.gif I have waited this release in great anticipation, and the results are magnificent..

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I start operation Flashpoint Resistance with 1.44 GB of files within the Addons folder.

Runs smooth. Shut down programs running in background. Use MSCONFIG if you have Windows

Here are all the addons I use:

C8X_usmc.pbo   ---(USMC)---

C8X_russ.pbo   ---(USMC)---

c8xmag.pbo     ---(USMC)---

SUCHrus.pbo     ---(USMC)---

SUCHusmc.pbo   ---(USMC)---

TACTEvents.pbo ---(USMC)---

coc_diver.pbo ---(coc swimmers, needed by other addons)---

COC_Mines.pbo ---(coc mines v1, needed by other addons)---

rktskyraider.pbo ---(footmuch airplane skyraider)---

rktf4.pbo ---(footmuch airplane phantom)---

rktf15c.pbo ---(footmuch airplane eagle)---

rktf16.pbo ---(footmuch airplane falcon)---

rktsu27.pbo ---(footmuch airplane flanker)---

mig29.pbo ---(fulcrum by Sea Daemon/or Demon v1 or 1.5)---

MTYDC3.pbo ---(Updated DC3)---

CSJcitation.pbo ---(Cessna Citatation Personal Jet)---

SB_Kenworth.pbo ---(USA big rig)---

SB_Tractor45.pbo ---(USA big rig)---

trailerphwo2v.pbo ---(USA big rig)---

TTCowboy.pbo ---(USA big rig)---

ChallengVP.pbo ---(Dodge Challenger)---

Mustang_GTR.pbo ---(Ford Mustangs)---

oldtruck.pbo ---(Updated GMC 1965 fleetside truck with gun versions requiring JAM)---

FK_HMMWV.pbo         ---(fischkopp's Hummers)---

icp_mgun.pbo ---(ORCS stationary machine guns)---

SFP_gbat.pbo         ---(Fox2's zodiac boat)---

FOX2_Zodiac.pbo       ---(Fox2's zodiac boat)---

fbi3.pbo ---(xyz fbi units)---

police45.pbo ---(xyz police units)---

jmgcops.pbo ---(Law Enforcement cruiser, use only EMPTY)---

ICP_rfwp.pbo ---(ORCS v3.2 final Russian Weapons)---

AGS_port.pbo

AGS_inds.pbo

MAP_MilObj-Pack.pbo ---(Mapfact military objects)---

MAP_OilAddon_3D.pbo ---(Mapfact oil addon)---

MAP_OilAddon_script.pbo ---(Mapfact oil addon)---

MAP_OilAddon_T.pbo ---(Mapfact oil addon)---

Baracken.pbo

F3WX_O1.pbo

JOF_Objects1.pbo

AEF_Reallights.pbo ---(a lights addon v2)---

BB_Streetpack.pbo ---(fuel stations required for other addons and islands)---

cti_markers.pbo ---(a map editor markers addon, used by other addons)---

largeditor.pbo

editorupdate102.pbo ---(required for "Abandoned Armies" mission & "Car Wars", used by other addons)---

Hunter_anims_static.pbo ---(various static animations, On Activation field - this switchmove "xxxx")---

JAM_Magazines.pbo ---(Jam 3 fixed)---

JAM_Sounds.pbo ---(Jam 3 fixed)---

JAM_Vehicles.pbo ---(Jam 3 fixed)---

awmvwbus.pbo ---(Airwolf Mod VW Buses)---

awmjeep.pbo ---(Airwolf Mod Santini Air Jeep)---

awm.pbo ---(Airwolf Mod Airwold Chopper 1.05b)---

awmc.pbo ---(Airwold Mod Charachter Pack 0.5a)---

awmredwolf.pbo ---(Airwold Mod Redwolf 1.05b)---

awmjetranger.pbo ---(Airwold Mod Santini Chopper)---

awmh500.pbo ---(Airwold Mod choppers Hughs)---

BAS_AirWeap.pbo ---(BAS used by others)---

BAS_HH60G.pbo ---(BAS used by others)---

bas_lbs.pbo ---(BAS used by others)---

bas_lbs185.pbo ---(BAS used by others)---

bas_mah60.pbo ---(BAS used by others)---

bas_repair.pbo ---(BAS used by others)---

bas_soar.pbo ---(BAS used by others)---

bas_soar185.pbo ---(BAS used by others)---

bas_soarpilots.pbo ---(BAS used by others)---

BAS_Kiowapack.pbo ---(BAS used by others)---

BAS_Cargo.pbo ---(BAS used by others)---

BAS_MH47E.pbo ---(BAS used by others)---

BAS_MH47E_185.pbo ---(BAS used by others contains various editor objects)---

BAS_DeRaD.pbo ---(BAS delta ranger patched v1.55)---

BAS_DeRaJAM.pbo ---(BAS delta ranger patched v1.55)---

BAS_DeRaW.pbo ---(BAS delta ranger patched v1.55)---

BAS_Kawa.pbo ---(BAS delta ranger patched v1.55)---

BAS_Weap.pbo ---(BAS delta ranger patched v1.55)---

BAS_RUSOPFOR.pbo ---(BAS OPFOR only addon not required by the other BAS addons)---

RKSL-L96A1.pbo ---(Snipers and Ammo Crates)---

DSA_CIC.pbo           ---(beaten civs)---

RFJ_mercs.PBO ---(RFJ Merc file)---

RFJ_mercs_d.PBO ---(RFJ Merc file)---

RFJ_wpns.PBO ---(RFJ Merc file)---

ETNteaser.pbo ---(CIA units, Uses BAS_DeRaD.pbo,BAS_DeRaJAM.pbo,BAS_DeRaW.pbo,BAS_Kawa.pbo,BAS_Weap.pbo)---

LSR_rang.pbo ---(CIA units requirement, Lasers Rangers)---

icp_weap.pbo ---(CIA units requirement, Lasers Rangers requirement)---

LSR_uswp.pbo ---(Lasers US Weapons v3)---

LSR_usafpjs.pbo ---(Lasers Pararescue Units)---

LSR_haloanims.pbo ---(Lasers Pararescue Units)---

LSR_haloscripts.pbo ---(Lasers Pararescue Units)---

facestex2.pbo ---(Lluamas facetex, Lasers Pararesuce requirement, used by other addons)---

USCG_HH-68A.pbo ---(USCG pack1)---

USCGPilot.pbo ---(USCG)---

raft.pbo ---(USCG)---

P2A1.pbo ---(USCG)---

USCG_Crew.pbo ---(USCG)---

USCG_diver.pbo ---(USCG)---

USCG_RH.pbo ---(USCG)---

CWKzodac.pbo ---(USCG)---

HC130H.pbo ---(USCG)---

HH60Jayhawk.pbo ---(USCG)---

USCG_BI.pbo ---(USCG)---

HH60J.pbo ---(used by USCG addons to solve flare errors)---

CoC_Torpedoes.pbo ---(used by USCG addons to solve flare errors)---

SHPilot.pbo ---(used by USCG addons to solve flare errors)---

BoCzodiac.pbo ---(used by USCG addons to solve flare errors)---

LoBo_Sounds.pbo ---(arab terrorists, LOBO)---

LoBoTer.pbo ---(arab terrorists, LOBO)---

taleb.pbo ---(afghan terrorists units and vehicles)---

CATintro.pbo ---(Cats Afghanistan Island)---

IRO_libya.pbo ---(bushfire Libyan units???)---

dma_facetex1.pbo ---(used by Bushfire and middle east guerilla units)---

dma_me_res.pbo ---(middle east guerillas???)---

DMA_lib_misc.pbo

DMA_LIBYA.pbo ---(Libya Island)---

DMA_libya_o.pbo ---(Libya Island)---

DMA_LIBYA_ANIM ---(Libya Island Anims FOLDER)---

Novajev.pbo ---(Island Novajev)---

TerpIslObj.pbo ---(Island Novajev objects)---

ylassanims ---(CarWars FOLDER *NOTE uses Map_oiladdon addons)---

ylass.pbo ---(CarWars Island)---

TwighLight.pbo ---(CarWars Island)---

AC_NaziW.pbo ---(CarWars)---

bugsu.pbo ---(CarWars)---

buick.pbo ---(CarWars)---

chevy.pbo ---(CarWars)---

DWRWW2Pilot.pbo ---(CarWars)---

EditorUpgrade102.pbo ---(CarWars)---

g1helicopterVZ.pbo ---(CarWars)---

gore.pbo ---(CarWars)---

HTTV.pbo ---(CarWars)---

mescar.pbo ---(CarWars)---

mesgun.pbo ---(CarWars)---

mesperso.pbo ---(CarWars)---

mezic.pbo ---(CarWars)---

mezic2.pbo ---(CarWars)---

montruck.pbo ---(CarWars)---

motor.pbo ---(CarWars)---

sentry.pbo ---(CarWars)---

SLC2_anims ---(CarWars SLC anims FOLDER)---

aces_it.pbo ---(CarWars SLC)---

Immeuble.pbo ---(CarWars SLC)---

Immeuble2.pbo ---(CarWars SLC)---

SLCguys.pbo ---(CarWars SLC)---

SlcImmeuble3.pbo ---(CarWars SLC)---

SLC2.pbo ---(CarWars SLC)---

AEF_Train.pbo ---(CarWars Requirement)---

AEF_Treben.pbo ---(CarWars Requirement)---

AGS_build.pbo ---(CarWars Requirement)---

ags_portupd.pbo ---(CarWars Requirement)---

AEF_Treben_Anim ---(CarWars Requirement anims FOLDER)---

Anjou_SE_anim ---(Anjou Island FOLDER, uses AGS_IND.pbo, JOF_Objects1.pbo, BB_Streetpack.pbo, Baracken.pbo, AEF TRAIN ADDONS)

anjaddon1.pbo ---(Anjou Island requirement)---

Anjou_SE.pbo ---(Anjou Island requirement)---

BB_woodenbridge.pbo ---(Anjou Island requirement)---

MAP_Heaps.pbo ---(Anjou Island requirement)---

AC_Bar.pbo

AC_Casino.pbo

AC_Hospital.pbo

AC_McDonalds.pbo

HWK_C130.pbo ---(Hawk's C130)---

cwk_fish.pbo ---(CWK Fishing Boats, don't use wipers)---

cwk_seagull.pbo ---(CWK Seaguls)---

W_HummerWreck.pbo ---(fischkopp's Hummer Wrecks)---

CSJrowBoat.pbo ---(Row Boat)---

csjsocr.pbo ---(Attack Boat)---

csjsocrw.pbo ---(Attack Boat)---

rktbackfire.pbo ---(footmuch airplane backfire)---

rktcoaler.pbo ---(footmuch airplane coaler)---

messageboards.pbo ---(Message Boards)---

NKRandomObj.pbo ---(Some random objects)---

CATFire1.pbo ---(A Fire)---

CATFIRE2.pbo ---(A Fire)---

hum2.pbo ---(Civ Hummer)---

hum2bl.pbo ---(Civ Hummer)---

hum2spc.pbo ---(Civ Hummer)---

humm2.pbo ---(Civ Hummer)---

csjmisc.pbo ---(Animal Rabbit)---

NIM_Weather.pbo ---(Weather Logics)---

MAP_Misc.pbo ---(Mapfact misc v2)---

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I start operation Flashpoint Resistance with 1.44 GB of files withing the Addons folder.

But how much memory does it use, when the game just started, when loaded the island (editor) and when started a mission with, let's say for keeping the stats straight: 1 bis west side guy.

You can read memory by viewing your processlist in the taskmanager: (3 options (XP/2000): press CTRL+SHIFT+ESCAPE, or press CTRL+ALT+DELETE and choose task manager, or go to start, run and type in "taskmgr" and click ok/press enter.

This way we could compare our results which could shed some more light on the matter.

If you are willing to do so, I would appreciate it at lot.

PS.. before those addons are really becoming memory hungry, they first must be in use in a/the mission..of coarse smile_o.gif

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I start operation Flashpoint Resistance with 1.44 GB of files withing the Addons folder.

But how much memory does it use, when the game just started, when loaded the island (editor) and when started a mission with, let's say for keeping the stats straight: 1 bis west side guy.

You can read memory by viewing your processlist in the taskmanager: (3 options (XP/2000): press CTRL+SHIFT+ESCAPE, or press CTRL+ALT+DELETE and choose task manager, or go to start, run and type in "taskmgr" and click ok/press enter.

This way we could compare our results which could shed some more light on the matter.

If you are willing to do so, I would appreciate it at lot.

PS.. before those addons are really becoming memory hungry, they first must be in use in a/the mission..of coarse smile_o.gif

Ok I'll go give it a shot, gimmee a few and I'll be back with the results

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Okay, I went and loaded up the map, placed a West Soldier at map grid HF48 directly on top of hill top elevation 291 and facing North. Pressed alt tab and checked the resources. It dipped 2% from 80% to 78% system resources available.

I also went and loaded up my recent addon heavy mission

The Savage Nation!

It runs smooth. I don't know what may be causing lag. I like to use msconfig to close unwated programs and also change programs settings so that they do not auto enable. Also, I try to stay offline when running programs. From all the cutbacks I still have 20% being used (80% resources free)after the computer starts up (mainly the firewall and antivirus)

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I start operation Flashpoint Resistance with 1.44 GB of files withing the Addons folder.

But how much memory does it use, when the game just started, when loaded the island (editor) and when started a mission with, let's say for keeping the stats straight: 1 bis west side guy.

You guys won´t give in until our PC´s burn, right ?? biggrin_o.gif

Also tested the "excessive" setting which only once was used yet to impress parvus (*g*).

Meaning that i loaded every mod from my ofp folder (appr. 3GB, used to be alot more back then) and also placed at least one unit from every single mod on the map.

Would´nt say it went smooth but it worked without any crashes so far.

Again, most important is to use nomap and to keep your addons folders as clean as possible.

No need to be over-housewife´ish though, i placed the nogo2 paket into res, totally replacing BIS noe still w/o any flaws.

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Okay, I went and loaded up the map, placed a West Soldier at map grid HF48 directly on top of hill top elevation 291 and facing North. Pressed alt tab and checked the resources. It dipped 2% from 80% to 78% system resources available.

System resources?? Are you talking about Windows 98/ME etc?

Within 2000/xp task manager you can really read memory usage.. instead of % of system resources, because now I know as much as I knew before you tested smile_o.gif

Anyway.. let's see where it goes. I hope it will be found as a bug, and fixed, or workaround or sth... For now I just can't use the island in daily use sad_o.gif

, but some sightseeying is ok though smile_o.gif

(Most ppl that have problems are running XP/2000 maybe?, while the older computers still run 98/me... maybe the memory limit problem only arises on 2000/xp??? just guessing!wink_o.gif

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Meaning that i loaded every mod from my ofp folder (appr. 3GB, used to be alot more back then) and also placed at least one unit from every single mod on the map.

Would´nt say it went smooth but it worked without any crashes so far.If there are many addons used, for me it runs ouf or reserved memory after closing such map and let's say switch to another island with some other units, it's mainly then that OFP gives the error about the memory. Also... at times.. the memory usage exceeds the 512mb, but it won't take long until you get the out of memory error then, could be in the mission, could be while switching back to main menu or booting another map

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Again, most important is to use nomapof coarse! btw... nomap is just a switch that tells OFP not to load all addon models/textures into video memory at startup. afaik...

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">and to keep your addons folders as clean as possibleThey are. Mod folders function in OFP only was made to circumvent the memory problem afaik, besides being able to use different config mods individually. By using mod folders you can manipulate how many addons there are loaded at a time, so you only load what you need for what you are going to play. I have done this too, but then in a bigger way, a switch between Modern and WW2/NAM, this cut's it virtually in half.

I play multiplayer coop, ranging any battle field, nearly everyday, for hours, with enough ppl... Having to switch between Modern and NAM/WW2 is hard enough, can't see why make 200 mod folders, and switch the server and clients off/on to be able to play another mission...(altough just thinking, the server can unload addons from memory, the client doesnt do that, so probably you could loadup all modfolders on the server, while not all at the client.. still it would mean client restarts and modfolder mayhem)

The current configuration cuts it about 100mb under the 512mb barrier, in nearly every situation, which is perfect, and runs smooth. It just can't take a 300mb Island extra with it smile_o.gif

If I read many peoples explainations about modfolders, it's as if they think... if you have 5gb of addons, and split them up over 20 modfolders, and you loadup those 20 modfolders... that the game will run better and without (memory) errors, as opposed to when you would put all those addons in Addons\ and/or Res\Addons folders... smile_o.gif

Anyway, it feels as if im hijacking this thread, and that's not my intention. I wish there were some experts around that HAVE the answers, instead of all the guesses that've been helped in the world about nomap, nosplash, modfolders etc..

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I have CRC errors with both the main .rar and the misc file. Dowloaded 3 times, the error still there. Would you Mapfact guys take a look or fix a mirror please? Thank yew!

Edit: Nevermind, got it from ofp2.info.

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the problem is all of that grass, the island only has 313,000 or so objects when you get rid of the CWC grass. its CWC, and normally wouldnt lag, but when there are 500,000 loaded it, thats what hits performance somehow. i tried deleting it all, and it played just as well, if not better than the original nogova!

Also, before removing them, I experimented with the view distance, I was getting 46-59 FPS with a view distance of 500M, when I put it back up to the default 900M, FPS were no more than 30.

I play it on 1440 x 900 x 16, with normal terrain detail, object shadows on, FPS up all the way, and details max.

Windows XP Media Center

Intel Centrino Dual @ 1.66Ghz

1.00 GB of RAM

512 MB Nvidia Graphics Card

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check out Raptor and Mat Rochelle pictures in the CP thread for impressions

sniping-jack mentions that there are several disused jeep wrecks on the island. anyone found them so far?

the long bridge along the coastline cannot be used by AI, is this a correct impression?

any easter eggs (apart from the beautiful 1985 calendar?)

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Congratulations sniping-jack and the whole Mapfact team!

you guys are insane!

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sniping-jack mentions that there are several disused jeep wrecks on the island. anyone found them so far?

yes, take a closer look on my collage. wink_o.gif

at the oilfield. smile_o.gif

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