{UFF}HAMMERSTIEN said:alot of players are still playing hl which is even older than ut
That's cus there is no next HL game out yet. Unlike UT it has 2 new games on the market.
{UFF}HAMMERSTIEN said:alot of players are still playing hl which is even older than ut
TheStankOne said:*Starts doing the waiting-for-DA2-dance... which slightly resembles the have-to-pee-really-bad dance, then gets punched in the face when somebody sees it and gets annoyed*
]-UnderTOW-[ said:I think a number of people here will be disappointed
Dest said:You haven't even seen it!
So truespec_x said:coding for PvB isn't the issue, it's that no one seems to make up their mind on what they actually want to do, as it changes quite frequently
Well maybe I'm not motivated for mods overall, but I delivered code - and only one person had made a map. It was not even for DA2 and he added "DA" to it. Even now - while code might not be very well tested - it does deliver most of th e things it should. Unless you count the various changes in mind many members had.DA|aBsOlUt said:Nick/Dante: True, we do change our minds often but dante was never motivated to work on DA2 using original concept, I think not even motivated for mods alot anyways, FluXs was not around for months until we almost cancelled it but never delivered a map because he was waiting for Dante (see coders) to get the code done, TOW was not motivated anymore plus he got a job and TOW was going PvP anyways. We had zero maps except yours Nick, we did tests together and we saw this dramatic fps drop. Yes some code could have been updated to reduce those memory leaks.
DA|Dante said:Well maybe I'm not motivated for mods overall, but I delivered code - and only one person had made a map. It was not even for DA2 and he added "DA" to it. Even now - while code might not be very well tested - it does deliver most of th e things it should. Unless you count the various changes in mind many members had.
TOW wasn't motivated too, but instead of doing the same as our "motivated" members (I tend to say nothing), he did work.
And to address memory leaks. While it's possible to create memory leaks, there shouldn't be any (or not much). The FPS drop can be explained easily:
It's not even the number of monsters, it's the amount of shots fired to players. Maybe some of you know that collision detection isn't fast ( Worst case O(n²) which means every object has to be checked against every other object, and that every frame).
Why didn't it happen in old UT you may ask ? Because "monsters" didn't fire "real" shots, they had mostly instant hit weapons.