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Jamm0r

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Posts posted by Jamm0r

  1. Originally posted by Battlefront.com:

    A speed optimization Charles stuck in worked GREAT for most of us, but actually put a couple of testers down to 1.2fps in some cases. To which Charles said "oh yeah... now I remember why I didn't put that in before" :D So he's got to take it out and we have to retest again. That's thrown off our schedule.

    A couple of testers sounds like a minority to me, why not make the optimization optional via the UI??
  2. Originally posted by Xipe66:

    Vehicle pathfinding and TAC AI should know this by default, so the patch should be there and not in the map editor.

    Yes. However, I suspect that "fixing" the current pathfinding algorithm could be a fairly large project. A short-term "fix" that could be implemented while the base algo is improved might come in handy for now...

    Another solution could be to flag trenches as "buildings" in the code. Just like vehicles know not to drive through buildings (well, most of the time), they could be made to "know" not to drive through trenches. But the ability to add "custom" flagging to the editor might still be a good idea in order for the scenario designer to handle cases not implemented in the exe.

  3. In the 1st scenario, there is a trench running parallel to the main road. Several Strykers get immobilized by falling into the trench without fail every time I play this scenario. This is obviously caused by the "special" pathfinding implemented in CM:SF...

    As someone else mentioned previously, the ability to mark certain terrain features as "off-limits" in the scenario editor would be of great help to work around the currently problematic pathfinding.

    Would it be feasible to implement this in a patch??

  4. Pentium-M Dothan 2Ghz

    Geforce go 7800GTX

    1GB RAM

    Windows XP SP2

    Runs like a charm, looks great too, with one major exception: shadow maps need a lot more work -- and I'm not talking about "driver issues". They need to be 1) filtered (pcf, vsm, etc) and some sort of space partitioning (cascaded, pssm, whatever) needs to be implemented... in the meantime, I'll play with them disabled, thankyouverymuch.

  5. Our system appeared to pass every test with flying colours except one. At extremely high speeds, it appeared to be registering a tyre pressure slightly higher than expected by the client. When I say high speeds, I mean speeds a lot higher than you could legally drive at in the UK and when I say slightly higher I mean something like a 1psi variation when the normal reading might be expected to be around 33psi.
    Erm... centrifugal force may very well affect pressure, but I'd wager that the increase in tire temperature at those high speeds accounts for most of that 1 psi variation they measured. A tire's pressure increases as its temperature rises. Temperature rises with speed. This is why race car tires are slightly underinflated, and often need a few laps to get tire temperature and pressure up to where the tire produces optimal grip. A race tire's pressure often increases much more than 1 psi though -- more like 5, on average.

    [ August 18, 2006, 09:42 AM: Message edited by: Jamm0r ]

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