JustinCase
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Lance Corporal
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I wasn't really taking lost bandwith into account, but I can see that it can be a problem for server hosts... I'm just frustrated that it quite often takes more than 10 minutes to start a game that more than often ends up crappy... I guess I should look out for private servers :-)
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So? All clients stop downloading as soon as another map is chosen by the admin and they start downloading that one. The bit that was already downloaded can be thrown away or if the map was complete saved... I don't see any technical problems with that system. Just a separate thread that does the download and get's stopped if the map changes. You have to admit, it would save time on public servers, no?
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why not start the download of a mission in the lobby if the player doesn't have the mission? It's not a huge improvement, but as it is now, it often takes ages untill everyone is ready in the lobby. That's often enough time to download the whole mission... This would speed up multiplayer gaming I think...
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ok, this post seems to be answering my problem: http://www.flashpoint1985.com/cgi-bin....t=21061 case closed
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ok, this post seems to be answering my problem: http://www.flashpoint1985.com/cgi-bin....t=21061 case closed
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I have exactly the same problem. I can load models from the Data3D and some of them show the textures in Bulldozer. (I've set it up in a virtual drive etc...) If I want to texture it keeps telling me "texture not loaded". It's driving me insane and I'm basically stuck in a tutorial. I've done everything it said. ANY help would be welcome.
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I have exactly the same problem. I can load models from the Data3D and some of them show the textures in Bulldozer. (I've set it up in a virtual drive etc...) If I want to texture it keeps telling me "texture not loaded". It's driving me insane and I'm basically stuck in a tutorial. I've done everything it said. ANY help would be welcome.
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I was just browsing through the images on her website when I saw this: Look at the hands! they're huge! I wonder what that means...
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I can't play resistance without it crashing...
JustinCase replied to bigman1585's topic in TROUBLESHOOTING
I have exactly the same problem: OFP:R hangs my whole machine after about 10 or 15 minutes of playing... Today it happened 3 times during a mission while I was about ready to leave just after I stuffed my truck with guns and ammo. I can assure you, it pisses me of. Before starting to play OFP:R I downloaded the newest Live drivers now available on the website of creative and after that I bought OFP:R and turned on EAX. I'm going to try now with EAX off. -
I think you could call this military crazyness: F15 landing with only 1 wing quote:"The most outstanding Eagle save was by a pilot from a foreign air force. During air combat training his two seater F-15 was involved in a mid-air collision with an A-4 Skyhawk. The A-4 crashed, and the Eagle lost its right wing from about 2ft. outboard. After some confusion between the instructor who said eject, and the student who outranked his instructor and said no, the F-15 was landed at its desert base. " I wonder if that pilot will listen next time...
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Belgium anyone? I'ld go for Australia... probably because I don't know anything about their politics and stuff...
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thanks for all the replies. I don't think the rest of my config should be a problem: Athlon1700 & 512 Mb SDRam. I'm currently using an ATI rage fury card with 32Mb ram on it and I can play ofp pretty well. CPU is probably the most important factor. I really noticed this when I upgraded my cpu (and mobo) from a celeron 850 to my current Athlon1700 :-) The reason why i asked is because of Resistance. Resistance seems to push the graphics card a lot more especially when you go into high detail and I was wondering if it's using more than 64Mb of video ram?
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I'm going to buy a Geforce4200, but I'm not sure if I should take a 128Mb or a 64Mb version. I know about the difference in speed between the two, but if ofp:r uses more than the 64Mb at times, then the performance advantage would be zero or even negative because of the transfering of textures between main slow ram and video ram. Has anybody benchmarked these? Or could BIS give some info on this?
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I'm going to buy a Geforce4200, but I'm not sure if I should take a 128Mb or a 64Mb version. I know about the difference in speed between the two, but if ofp:r uses more than the 64Mb at times, then the performance advantage would be zero or even negative because of the transfering of textures between main slow ram and video ram. Has anybody benchmarked these? Or could BIS give some info on this?