Ultimate Torment & Torture (New Screens p.26)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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You have to open the level in an editor, go to the script editor and delete script 100. After that the snow is gone.
Script 100 looks like this:
Script 100 looks like this:
Code: Select all
// Snow
script 100 OPEN
{
Thing_Projectile(random(const:1,6), T_BRAINS, random(0, 224), 10, -(5));
delay(random(const: 5, 16));
restart;
}
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The snow is much more expensive in GL. With snow off I can play the map with 85 fps (VSync on) but as soon as the snow starts falling I'm down to 40 fps. With the software renderer the overall percentage of execution time the snow needs is considerably lower, especially at high resolutions.
Slower computers will start to choke much earlier though. With snow on there are 700 or more moving actors in the map and that costs quite some time to handle, especially the pointer cleanup.
Slower computers will start to choke much earlier though. With snow on there are 700 or more moving actors in the map and that costs quite some time to handle, especially the pointer cleanup.
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Explains why my 1.5 or 1.7 GHZ system can't handle it. =/Graf Zahl wrote:The snow is much more expensive in GL. With snow off I can play the map with 85 fps (VSync on) but as soon as the snow starts falling I'm down to 40 fps. With the software renderer the overall percentage of execution time the snow needs is considerably lower, especially at high resolutions.
Slower computers will start to choke much earlier though. With snow on there are 700 or more moving actors in the map and that costs quite some time to handle, especially the pointer cleanup.
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Bio Hazard wrote:So why aren't there generic configurable particle fountains yet? it would certainly make things like weather effects easier.
Not really. In this case the big problem is that the snowflakes still have to do collision checks. This is pretty much unavoidable and can't be done with particles without getting the same kind of speed hit.