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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: TAC Nuke Corp. - Updated 4/18/09
Gee, thanks MC. I'll assume that was just a sad joke.
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Mon May 11, 2009 9:23 pm |
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darksergio
Joined: Tue May 12, 2009 3:11 am Posts: 8
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Re: TAC Nuke Corp. - Updated 4/18/09
hi I downloaded this great mod but I am having a little problem whit it every time that I drop more than six nuke at times the game just close alone is this normal or is hppening because of a overload in the game engine
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Tue May 12, 2009 3:19 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: TAC Nuke Corp. - Updated 4/18/09
darksergio wrote: because of a overload in the game engine This. Lots of particles makes Cortex cry if your computer is not up to snuff. With 6 of these going off... I don't think most computers could do that at once.
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Tue May 12, 2009 3:24 am |
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darksergio
Joined: Tue May 12, 2009 3:11 am Posts: 8
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Re: TAC Nuke Corp. - Updated 4/18/09
oh ok by the way my computer is Athlon 64 x2 6000 2gb of ram gforce 8600 1gb but that is very strage because I can run crisis whit all at max whidouth problem
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Tue May 12, 2009 3:34 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: TAC Nuke Corp. - Updated 4/18/09
Crysis, crysis, crysis. No matter how graphically intense Crysis is, it's an entirely different animal from Cortex. For one, it can use graphics cards. I imagine it can also use more than one core. Cortex can't. It can only use one processor, with no graphics acceleration. And 5.3 million particles is a lot of particles (slight exaggeration) for a single processor to keep track of.
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Tue May 12, 2009 3:41 am |
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darksergio
Joined: Tue May 12, 2009 3:11 am Posts: 8
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Re: TAC Nuke Corp. - Updated 4/18/09
oh sorry I didnt know that about cortex well I think I better limit to deploy two of them at time because they can be a real life saver in a great swarm of resistant enemies
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Tue May 12, 2009 3:48 am |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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Re: TAC Nuke Corp. - Updated 4/18/09
The nuke isn't optimized enough to be dropped 6 times... thats why it crashes.
Maybe it will be better in later builds but for now, forget even dropping 6 of them, I think I will even reduce de number of nukes in the turret or just, delete it because it too overpowered and it crashes the game everytime.
And original concept != deathbringer allright? No need to start a flame war on my thread for it.
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Tue May 12, 2009 2:59 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: TAC Nuke Corp. - Updated 4/18/09
deathbringer wrote: The nuke isn't optimized enough to be dropped 6 times... thats why it crashes. Incompetense. >: / Just by lowering some of the values for particle counts and lifetimes will greatly improve the mod.
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Tue May 12, 2009 3:11 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: TAC Nuke Corp. - Updated 4/18/09
Only if the nuke retains its power after that 'nerf'.
Yet again, if it's not powerful enough, drop more.
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Tue May 12, 2009 3:59 pm |
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darksergio
Joined: Tue May 12, 2009 3:11 am Posts: 8
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Re: TAC Nuke Corp. - Updated 4/18/09
well is not that is powerfull enouth is just that the vehicles sometimes resist the bast and I have to drop another and about the 6 nukes that I droped is because I was trying to destroy all the infantery that was invading my bunker and a sugestion could be the cretion of a neutron bomb these comb could complete rape all infantary but it could be more usefull for bunker clearing drop in top of the bunker nd the neutron atoms will penetrate ll the material damaging the inside of the bunker
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Tue May 12, 2009 5:59 pm |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: TAC Nuke Corp. - Updated 4/18/09
Flammablezombie wrote: Gee, thanks MC. I'll assume that was just a sad joke. Why?
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Tue May 12, 2009 8:36 pm |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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Re: TAC Nuke Corp. - Updated 4/18/09
numgun wrote: Incompetense. >: / Fixed? You just gotta wait for the next update before jumping to conclusions this fast. The "animated" nuke I did CRASHED the game that clear. But i said i reverted back to the static glowing nuke, so now it doesn't crash the game anymore. And FFS don't be saying I'm incompetent until you actually showed me you could do better with less lag without spriting the whole friggin' nuke yourself. I also said it needed to be optimized, it doesn't mean I won't actually optimize it in the future. And it's actually Incompeten ce.
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Tue May 12, 2009 8:42 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: TAC Nuke Corp. - Updated 4/18/09
B23's out. *Looks at piipu* *Looks at deathbringer* *Suddenly develops a bad case of glowing crimson eyes * Is anyone thinking what I'm thinking?
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Wed May 13, 2009 7:37 pm |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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Re: TAC Nuke Corp. - Updated 4/18/09
*Throw all his college stuff by the windows*
Alright time to learn how to code lua.
But I forgot that I have an exam today in 1h and later on so, maybe later.
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Thu May 14, 2009 12:21 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: TAC Nuke Corp. - Updated 4/18/09
Go for it, Death. College is more important.
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Thu May 14, 2009 12:59 pm |
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