ALDEGA
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Everything posted by ALDEGA
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You can set the size of the avatar in your control panel (see link on top of the page).
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I'm using NVMax and it's still working. btw, Mipmap detail levels in the nvidia control panel means the following: quality=many different mipmap levels (eg 16x16, 32x32, 64x64, 128x128, 256x256). speed=few detail levels (eg 32x32, 128x128, 256x256). The quality setting as more mipmap detail levels and thus will make the change from one mipmap detail level (eg 32x32) to another (eg 64x64) less visible. I have both -0.9 and quality mipmapping enabled.
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Very, very odd problem. Anyway which videocard do you have. Are you sure it supports multitexturing?
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More units present on the map, more skipping. I do believe though that it should go smooth on a 100mbit LAN.
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Rambozo, it's not a great technology. And why would you apply it to the trees? This really isn't gonna make them look better.
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Wow, you can't be serious about your statement. BIS has given alot of attention to the fans.
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I've never seen a Mohaa type of server run fluently with 64 players. And those massive online rpg games are totally different to games like OF. They require alot less bandwith (it's just point and click) and they run on master servers, which were made for thousands of players. (and they normally require the player to pay a monthly fee).
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Must be an ATI fault ;-) It works fine on my nvidia Geforce2
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You sure it's not just his soundcard/cpu which isn't too fast to playback all those sounds?
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TruForm is a feature which automaticly adds triangles to make the model seem more smooth. According to ATI this feature is extremely easy to add (you supposedly only have to add 1 line of code). Then again ATI doesn't mind a bit of marketing. SUMA already responded to this request several months ago in some thread. He said he would consider it if it wouldn't take much work to implement. Btw, I don't understand your comment about GeForce's crashing. NVIDIA has virtually got the best driver support in the world. ATI has got the opposite. It's a fact. No flame intended.
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I don't like the idea of JIP because IMO it just doesn't fit in a game like OF. In coop games JIP is absolutely unacceptable. I even have concerns about CTF maps. I only see it being useful for DM maps. Than again, OF is not a DM game, Quake and UT are. btw, Why do some of you think that the new netcode will make games with 100 or more players feasible? I think the new netcode will be about making 8-20 player games as smooth as possible. The highest amount of players in a normal multiplayer game is currently 32, which tends to lag alot when there's somebody with a highping connection. Trust me, 8-20 is more than you'll ever need.
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Tanks smashed one second before thee explosion
ALDEGA replied to SpaceAlex's topic in TROUBLESHOOTING
Quit bumping please And you don't even have to create your own mission. Just watch the credits animation. (goto options window, then press credits). At some point a couple of T72's will be driving over mines, thus exploding. However, the fourth T72 never drives over a mine. Instead it's like "setdamage" command is used to make it explode. It doesn't explode straightaway, but first 'turns black'. A second later it will explode. btw your sig is soooo out of date ;-) -
set quality to max and leave multitexturing ON. (it's only in there for people who's videocards don't have multitexturing support).
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Yep, but 3Dmark isn't a game and input lag is thus not an issue. 3Dmark is about getting the highest possible framerate, regardless of any side effects.
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Espectro, in your subtitle you say "by popular demand"?
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Do you also have lagging input then? If so, have you set vsync on? Or set prerender max to 1 frame?
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Tips & tricks & the blue screen of death
ALDEGA replied to Tales_From_Topographic_Oceans's topic in TROUBLESHOOTING
AGP and FSAA are completely different things. They aren't relevant in any way. AGP is a port (located on your motherboard) to which you can connect a(n) (agp) videocard. FSAA is a way of reducing, if not eliminate, the so-called "jagged edges" (rough edges around objects). There are multiple ways to do this (multisampling, supersampling...). While offering a great improvement in visual quality, they all cause quite a drop in frame rate. -
It doesn't have anything to do with any other program running in background. It is a precision error. All objects are placed in either Z or W buffer. Because of insufficient precision, one object is displayed in front of another.
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Tips & tricks & the blue screen of death
ALDEGA replied to Tales_From_Topographic_Oceans's topic in TROUBLESHOOTING
1: That's a safe disc problem. 2: This is completely normal. If you don't understand why this happens, search on google.com. 3: There are three options: one is Glide, the other two are Direct3D. The second D3D option (hw t&l) uses your videocards's Transform&Lighthing unit (if your videocard has one), instead of your system cpu. This should improve performance. (if a game supports this). Your videocard has a T&L unit. It should work fine in HW T&L mode. Try another driver if the current one doesn't work. btw, which operating system are you using right now? Win98? -
You should always be able to run FTP and serverside scripts. If your hosting company isn't cooperating, then you need to force them to cooperate If they really don't cooperate, get another host that allows you to do FTP/serverside scripts. Any 'decent' host will allow this
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I've experienced the 'cannot board tank after disembarking' too. If you anticipate this then you will be able to board.
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*moving to OT* Wish I could actually do that
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*moving to OT* Wish I could actually do that
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2 really simple questions...
ALDEGA replied to themoffster's topic in OFP : MISSION EDITING & SCRIPTING
commas -> double quoted marks -
Which version are you using? Which button is mapped to "fire"? Are you certain your mouse is alright?