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Peewee
Joined: Thu Sep 27, 2007 8:13 pm Posts: 22
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Re: So yeah, Build 23's up.
Exalion wrote: That's my point Geti: Even great modern super-expensive CPUs have issues with cortex command.
WHY on EARTH does a silly little 2D shooter lag TWICE as much as a fully 3D advanced First Person shooter. Honestly, Crysis runs better on my machine than Cortex Command. Yes yes, getting a newer processor (I'm running a 1.86Ghz duo core with 2 gigs of RAM) would HELP, but that's irrelevant. Something like Cortex Command should be happy with a pentium 4. CC ran just fine on my pentium 4 processor... because it ran at 2.66 GHz. You're problem specifically is that CC doesn't take advantage of dual cores, and uses no parallel processing. (read: it only ever uses 50% of my new dual core)
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Tue May 19, 2009 1:18 pm |
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Funnycat
Joined: Wed Dec 24, 2008 10:10 pm Posts: 43 Location: Limassol
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Re: So yeah, Build 23's up.
Exalion wrote: That's my point Geti: Even great modern super-expensive CPUs have issues with cortex command.
WHY on EARTH does a silly little 2D shooter lag TWICE as much as a fully 3D advanced First Person shooter. Honestly, Crysis runs better on my machine than Cortex Command. Yes yes, getting a newer processor (I'm running a 1.86Ghz duo core with 2 gigs of RAM) would HELP, but that's irrelevant. Something like Cortex Command should be happy with a pentium 4. Imagine Crysis with every polygon being actually a deep volumetric physical pyramid. Now THAT's gonna lag.
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Tue May 19, 2009 1:21 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: So yeah, Build 23's up.
Peewee wrote: CC ran just fine on my pentium 4 processor... because it ran at 2.66 GHz.
You're problem specifically is that CC doesn't take advantage of dual cores, and uses no parallel processing. (read: it only ever uses 50% of my new dual core) thats interesting cause it LAGS LIKE A FAT ladylike on my P4 3.2GHz, and not on my 1.5GHz core 2 duo. i think it just comes down to weather CC likes your computer or not. "hay this is cozy, 160fps" "hay this is old and scungey, 3 fps" <_<
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Tue May 19, 2009 9:35 pm |
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Twad
Joined: Sat Feb 16, 2008 5:35 pm Posts: 21
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Re: So yeah, Build 23's up.
A little "bug" im sure someone found ages ago already; the minigun's empty casings have high sharpness when they move out, they eat dirt and concrete like butter!
Played almost non-stop since i Downloaded it, its very fun. Tons of new maps and new gadgets to play with! Took me a while to understand conveyors correctly. They replace elevators quite nicely.
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Tue May 19, 2009 11:12 pm |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: So yeah, Build 23's up.
Twad wrote: A little "bug" im sure someone found ages ago already; the minigun's empty casings have high sharpness when they move out, they eat dirt and concrete like butter!
Played almost non-stop since i Downloaded it, its very fun. Tons of new maps and new gadgets to play with! Took me a while to understand conveyors correctly. They replace elevators quite nicely. Not only has this been brought up about a dozen times, there are currently two different threads on the main board with solutions.
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Wed May 20, 2009 1:11 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: So yeah, Build 23's up.
Geti wrote: Peewee wrote: CC ran just fine on my pentium 4 processor... because it ran at 2.66 GHz.
You're problem specifically is that CC doesn't take advantage of dual cores, and uses no parallel processing. (read: it only ever uses 50% of my new dual core) thats interesting cause it LAGS LIKE A FAT ladylike on my P4 3.2GHz, and not on my 1.5GHz core 2 duo. i think it just comes down to weather CC likes your computer or not. "hay this is cozy, 160fps" "hay this is old and scungey, 3 fps" <_< Data just needs to A) make CC take advantage of our chunky gaming videocards and stop being so lazy about it. B) Spend a few builds making it run better. yes, this build runs better than 22 according to most sources. Good. Keep working on it.
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Wed May 20, 2009 7:17 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: So yeah, Build 23's up.
if he isnt using video cards for at least postprocessing something is wrong..
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Wed May 20, 2009 10:59 am |
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piipu
Joined: Mon Jun 30, 2008 9:13 pm Posts: 499 Location: Finland
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Re: So yeah, Build 23's up.
Nope. But the main menu eats 20% of my GPU for some reason.
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Wed May 20, 2009 11:03 am |
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Prod
Joined: Wed Dec 27, 2006 9:52 pm Posts: 688 Location: California
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Re: So yeah, Build 23's up.
So... how do the conveyors work?
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Wed May 20, 2009 8:15 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: So yeah, Build 23's up.
If you walk into it, you get propelled at a preset speed in the direction it specifies. No way to stop it.
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Wed May 20, 2009 8:17 pm |
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Prod
Joined: Wed Dec 27, 2006 9:52 pm Posts: 688 Location: California
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Re: So yeah, Build 23's up.
Hmm, I thought it was gonna be more complex than that. So I just place it, and the arrow points in the direction it conveys, and whatever goes to it, gets pushed in that direction? Ok.
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Wed May 20, 2009 8:21 pm |
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Peewee
Joined: Thu Sep 27, 2007 8:13 pm Posts: 22
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Re: So yeah, Build 23's up.
Flammablezombie wrote: If you walk into it, you get propelled at a preset speed in the direction it specifies. No way to stop it. Not true. If the little blue thing off to the side gets destroyed, it kills the conveyor. That's a problem if you're making an elevator, 'cause the actor will just get stuck at the dead one.
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Wed May 20, 2009 9:36 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: So yeah, Build 23's up.
be nicer if the horizontal conveyors only worked when the subject was a cirtain distance above the ground and if they were acceleratory (with a speed cap) rather than absolute speed changes. and if the verticle ones were actually elevators. but whatever ugh im so mad, i had a bug i wanted to note but now ive forgotten it <_<
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Wed May 20, 2009 9:38 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: So yeah, Build 23's up.
i wish there was some way to save skirmish presets so they'd be there after you quit and start CC up again.
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Thu May 21, 2009 6:55 pm |
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Peewee
Joined: Thu Sep 27, 2007 8:13 pm Posts: 22
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Re: So yeah, Build 23's up.
NeoSeeker wrote: i wish there was some way to save skirmish presets so they'd be there after you quit and start CC up again. ... You mean like make a base, then save that base so you don't have to re-build it the next time you play? Buy the game. Then you can go to the scene editor, build a base however you want, then save it for you to load whenever you want. Make sure you save it as a new map, in case you ever want the unmodified... horiz land for example.
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Fri May 22, 2009 4:45 pm |
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