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SuN9491

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Posts posted by SuN9491


  1. So @bludski I want to report this problem right here, maybe you are already aware  https://streamable.com/qnp481

     

    For some context, I have exactly 38 units placed in that area, 19 on each row. As you will see in the video, when I look at that area (1500 viewdistance) I get ~35 fps. Now the odd thing is this only happens on this map (Prei Khmaoch Luong), every other map is just fine. Also as you can notice in the video, if I start deleting units there's a point where it goes from ~35 to 120, instantly. We played a mission on this map today, totally different one, and we had a problem where looking at a particular degree angle caused us to drop in frames like this, totally not related to server or client performance. Anybody knows about this problem and what might be causing it? Again, I tried this very same setup on other maps and I get 120 solid fps no matter what, so I'm already assuming the map here has something to do with it. Notice the fps counter in the bottom left.

     

    I tried without mods and the issue still remains. Thanks for your attention and for that awesome map!

    • Like 1

  2. You asked that just one page ago. Sorry, please give people a bit of time to reply before bumping again, okay? If someone can answer your question he will, but if everybody kept repeating their questions, we'd have twice the number of pages. Thank you.

     

    I know, but seeing as my comment was getting buried and I needed the information with urgency I had to ask again. Sorry for the inconvenience and thanks for the help.


  3. When you assign a Zeus Module to a unit using a variable, it only works the first time the mission launches. When the player joins again he can't access Zeus anymore.

     

    I created a mission in the 2D editor using the same configuration and it works fine, just as it should.

     

    For the record, Zeus Modules assigned via UID or #adminLogged work fine either way, not a single problem with those.


  4. Yeah, I'll be adding full ACE compats in the first revision.Same with the Tracer mags, which were more of a foresight issue. Didn't have time to sort all those out due to being squarely under the hammer to finish this before new year (when you see the model CFGs in the source releases, you'll see why)

      

    End of week, yessir.

     

     Yeah >_<, it's literal;y of the first things I actually put ingame, and I was more focussed on the reticle WORKING as it should that I entirely forgot to actually add the Stadiametric rangefinder. First patch (when I patch EVERYTHING, end of January) will add it in.

     

    Thank you very much for your answer.

     

    By the way, we are using the UGL and the calibration seems wrong, the distance does not match the real one, the grenades always fall short. Are you aware of this problem? Thanks again.

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