I am not sure, it is just the way I work with my projects / collaborations, let's see if some devs tell us about it...Shadowman wrote:Is there a drawback when using different formats of models?
I think for the engine is better to use same kind of model but this is just me and I don't have technical knowledge about this.
It's intended since there isn't a separate wiki paragraph for DistanceCheck, in fact you have to scroll down and get it to understand how it worksShadowman wrote:And what about DistanceCheck? The link goes to the description of the the actors' properties from zdoom wiki.
DistanceCheck exists thanks also to Blade of Agony, a feature we have requested for a long time until it turned out as an engine feature: you have to define aShadowman wrote:Can I forcefully disable model loading at large distances? Or are there any tricks with models that increase productivity?
custom cvar and apply to it a value (have in mind mp as distance in maps), so if you want to forcefully disable models at, let's say 2048mp, just set a server int cvar of 2048, or even you can allow users to choose desired distance like we did on Blade of Agony using MENUDEF.
There are also some different ways to not render actors at specific distances via A_CheckSight / A_CheckSightOrRange / A_CheckProximity or using inventory items spaghetti code but all of these solutions are way more engine intensive and not good perfomance wise in general (unless you want your projects compatible with Zandronum and non GZDoom ports).