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 Dynamic water [V6: optimization/pressure] 
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Joined: Thu Nov 10, 2011 3:55 pm
Posts: 9
Location: Trade star 20.1
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Post Re: Dynamic water [V6: optimization/pressure]
THis is excellent, but I think if you put it a bit more then usual it will cause lag.


Wed Feb 01, 2012 10:09 am
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Joined: Tue Nov 17, 2009 7:38 pm
Posts: 909
Location: France
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Post Re: Dynamic water [V6: optimization/pressure]
Dylanhutch wrote:
Would it not be possible to make the priority lower than the ground materials and make them overlap?
I'm guessing the answer is no, but try it, if it's possible.

No, sorry.

Stipe wrote:
THis is excellent, but I think if you put it a bit more then usual it will cause lag.

I know, I tried to reduce lag as much as possible but it still has some.


Wed Feb 01, 2012 12:31 pm
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Joined: Sun Apr 18, 2010 6:04 am
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Post Re: Dynamic water [V6: optimization/pressure]
:shock: This is amazing! But would you mind posting a new video of the new updated water? or a picture or maybe a gif.?


Tue Feb 07, 2012 1:31 am
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Joined: Wed Feb 08, 2012 10:12 pm
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Location: Brazil
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Post Re: Dynamic water [V6: optimization/pressure]
Any chances of an update for B27?


Sat Jun 16, 2012 3:40 am
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Joined: Mon Jun 28, 2010 10:06 pm
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Location: STEPPING INTO THE RING
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Post Re: Dynamic water [V6: optimization/pressure]
It seems to be working fine with B27. Although using it too much (as in dropping 10 or so molotovs into a crater, along with some actors and bombs) can cause a pseudoslowmo lag, with a nice little sound glitch that made me tear off my headset in pain. It's like the screams of dozens of clones amplified and got faster and faster until it was a high pitched screech as their bodies exploded in agony.


Wed Jun 20, 2012 4:21 am
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Joined: Wed Feb 08, 2012 10:12 pm
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Location: Brazil
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Post Re: Dynamic water [V6: optimization/pressure]
Wow... Uh... Sorry... :|


Wed Jun 20, 2012 6:14 pm
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