GiB WaKeR
ZombieMauler
Registered: Apr 2001
Location: :.::...:.:..:...::..:::.:..::
Posts: 451 |
"Smart bots: #1, you van't have 40 bots in T2, only 16... I've tried... I DO have the game... Thank God..."
It slows you down alot with just 16 bots, so I was saying imagine it with 40. I'm sure you can ripped some of the crap out of them and it will be a faster process, but when I think of what you have to ADD to get them to be compatible with RPG (use stashes, know where houses are, know how to get in house, must be in close to use weapons, to aim a ranged weapon, etc, etc, etc), I don't think you'll see a "night & day" difference in performance. Plus, the AI code WAS done by a professional at Dynamix, so just some food for thought.
"System Requirements: Well, DUH!"
Uh... ?
"Graphic problems: What the hell? We can remove all the excess crap from the maps to make it look great! Water has NO lag whatsoever on the system (ripped from TribalWar forums) because Rick1111 coded it himself, and he is probably one of the best at Dynamix..."
Double Uh... ??? Graphics have nothing to do with a server... thats all Client-side... And, water DOES slow you down since it IS made up of polygons, but the amount is minimal, so you don't even notice... but not sure where that came in...
"Makaze has fogless maps ( Grievers breathe methane on their planets, so no fog would be there ;-þ ) and they somehow limited visible distance... Very cool... Something to consider, JI?"
Thats also very easy to do, just boot up the editor and change the command line that says "visable distance" under the sky I believe... (I might be wrong on the sky part, but its one of thoose functions for the overall map enviroment) No bells and whistles to that...
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