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GLDEFs for various objects
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Eric
Joined: Tue Apr 13, 2010 12:06 am Posts: 157
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 GLDEFs for various objects
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Tue May 25, 2010 1:25 am |
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<Minigunner>
Joined: Tue Apr 13, 2010 2:16 am Posts: 78
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 Re: GLDEFs for various objects
Fire = BIG no-no. Anyways, thanks.
_________________ <Minigunner> "You have finally made it to the enemy base. You have bled out a lot, but you are still going. You plant a beacon by their War Factory, and what do you know? A little piece of metal from 10 miles away impacts your head, and you die."
<hsx3k>minigunner<?>: /o is a cool guy, he floods my console and doesnt afraid of anything Eruanna: \o's a cooler guy, he appears whenever o/ shows up and doesn't afraid of minigunner
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Tue May 25, 2010 1:57 am |
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-=Dark-Slayer=-
Joined: Wed Apr 21, 2010 8:21 am Posts: 541 Location: South Australia
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 Re: GLDEFs for various objects
Yeah, Fire is will become an even badder lag spike as it already is. Maybe have the fire's spawner use the lights instead.
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Tue May 25, 2010 2:18 am |
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Eruanna
Joined: Mon Apr 12, 2010 11:32 am Posts: 573
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 Re: GLDEFs for various objects
Will have a look at it later on today - but yeah, thanks. 
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Tue May 25, 2010 2:34 am |
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Eruanna
Joined: Mon Apr 12, 2010 11:32 am Posts: 573
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 Re: GLDEFs for various objects
I looked at it - and I love the work done here it looks very nice - however it has one major serious problem - it's laggy.
If it can bring my mac down to 30 fps, then it's too much for most people's computers to handle - and you should not have to turn off gl_lights to play this mod.
So - my suggestion is, for flame/chem actors, target the main flame/chem generator, and as for the lightning sprites I honestly don't know what to do besides make the lights from them smaller.
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Fri May 28, 2010 8:21 pm |
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