hmm, interesting, Higor told me about those pipes and I did what he said, but I bet it is the spawning of those drops along with everything going on in that room.
I made it so you can shoot those explosions and set property changers that make it all go away by setting the lifespan t zero.
So try that on the laptop , if you will, and see if that is the lag.
Maybe I should change it to just shutoff after 60 seconds, since I have it all ready to do by shooting the pipe opening.
The way I always took it was this game was made to look better for the voodoo3D "Glide" cards, and D3D or software was terrible , but when I got into newer vid cards and the new openGL drivers, was it made it look better as it did with the voodoo and more compatible with windows desktop, D3D has and always has been trouble for me, I been getting Nvidia cards all along, so I don't know about what happens with ATI. The big problem with D3D as far as
all games goes (not so much now) but the blacks are always too black, and the whites are too bright. I was soooo happy to have that gamma spread setting. I set it to .1 and I still get black and white but don't burn my eyes. Also that d3d is too dependent on hardware somehow, d3D has been trouble ever since d3D6 pain in the ass, and continued with Unreal-UT.
I could have kept textures at 256, as I would never think in this more modern days it was nothing to be concerned about.
I run an i7 2.6 ghz and a Nvidia GS-450 6 gig of ram, win7 64bit everything, every game I run at 1024 by 768 I have a square LCD.
I just never considered optimizing, only a little bit.
I suppose I could change the textures but would foul some things up and be a lot of hassle. But then I would like it to be compatible.
That's what I will do for that, put the drops on timed trigger for 60 seconds, because they are fairly obnoxious, and or, lag issues.
EDIT
I really don't want to reduce the texture size, you guys running a 386 or what ? !!
Never heard of that problem till now.
Is that happening with like the first d3d stock renderer or the new one, or both, ? d3d sucks bigtime, I just don't get why anyone would want to use it over openGL, or if it's a ATI video card symptom.
Anyway I have the drips and lights and sparks ending in 60 seconds by them selves now, so that should help lag with all that.
Final version coming,
no links in this thread other than UTtech4 texture that I will include in the ZIP.
Also no
512 texture changes, I need one to spread a rainbow for lights using it,
If you have problems, either use openGL or stop playing
\
I am very surprised a
512 by
512 texture would mess things up, but this texture file has a 1024 by 1024 in it,
until you fix the
512 issue (that should not exist) this map ain't for you. ie , use openGL.
EDIT
I did a few more things, is basically almost done, but lets say a week, I been listing items for sale, on a roll, at the moment.
Added a few wicked free roaming pawns around. (you will hate me lolzzzz)
Added mover so the last area can't mess up near the end.
Checking mover sounds.
Added a teleporter to half way up the last room so not so long walk.
Adjusted a few bot paths.
Need to test a few more times.