This post has been edited by Solitary: 11 November 2010 - 07:15 PM
Bumpmapping Modifications - Enthusiastic Mappers Required
#1072
Posted 15 November 2010 - 11:04 AM
So i downloaded that archive,extracted it to URT folder,and opened up iourbanterror42_bumpy_v7a.exe .
But i had to do something wrong in that process,cause i have a unbelievable huge lagg.
I cant even reach the buttons with my mouse cursor,cause it laggs too much.
Does that suppose to mean that i have a weak pc,and that the 4.2 wont work anymore ?
#1073
Posted 16 November 2010 - 01:10 PM
In case the image isn't loaded, it refers to oildepot: If you open the door of one of the rooms and look at it from the outside you see a solid bright white color for the area of the door.
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I've no idea if it's related to a buggy shader that the client simply workarounds in that way or not (making the issue 'normal').
This post has been edited by mitsubishi: 16 November 2010 - 01:15 PM
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide
#1074
Posted 17 November 2010 - 01:09 AM
#1075
Posted 22 November 2010 - 02:59 PM
[They appear to be the main ones slowing down the map/game loading stage.]
They can be easily optimized with OpenMP since they usually go through tens of thousands of times through iterations of loops on a single call to the functions.
I've done this on ioq3-urt today, and I benchmark about 15-30% increase in performance on a dual core. It's the first time I use OpenMP though so I don't know if it can be done better.
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This is trickier than I thought. Var safery requires more than just the basic functions of OpenMP and protective measures may slow it down.
It's a shame really because it's such a confined part of the engine without any gameplay going on during it. Perhaps it would be best to thread it at a more basic level (e.g. simultaneously process bsp with other assets).
This post has been edited by mitsubishi: 10 December 2010 - 10:07 AM
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide
#1076
Posted 23 November 2010 - 09:10 AM
http://forums.urbant...post__p__284588
Is it ok to modify the texture twoseven/water_n.tga and include that modified texture in 3rd party maps? Will this break/harm any other map?
I understand there's a non-disclosure clamp on development topics, I just don't want to release a map that might bust stuff.
This post has been edited by Johnnyenglish: 23 November 2010 - 09:11 AM
www.custommapmakers.org
Discord (CMM) Custom Map Makers
#1079
Posted 10 December 2010 - 01:15 AM
I would just like to report an issue I have. I first reported this on mitsu's rebuild topic because I first thought the problem was related to it, but it seems to be directly related to the bumpy feature.
When I try to load some maps with the bump thing (r_simpleshaders set on 0), the client just simply crashes (when the loading arrives on 'loading... xxx.bsp'). Well, it works perfectly with usual maps like Abbey or Turnpike, but Im trying to test 'custom' map like the one made by skaz, one of my friends (Pandora). On this map, the client crashes : Windows tells me the program is no longer responding and I have to kill it. I dunno if it's because it's a custom map, or because it's a map specially designed for 4.2 effects.
If it can help :
- Windows 7 64 bits (im using the 32bit version though)
- Core 2 Duo E4400
- Geforce 9600GT+
Thanks if you have any suggestion. :)
This post has been edited by Tizz: 10 December 2010 - 01:15 AM
#1080
Posted 23 December 2010 - 11:28 AM
do i have to compile to use simple post process and/or motion blur (i have nVidia)
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