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Re: FPS Drops

Posted: Wed Feb 20, 2013 10:18 am UTC
by KenuR

Yeah... you guys need to make a lot more promotional pictures that look as good as this one.


Re: FPS Drops

Posted: Wed Feb 20, 2013 11:22 am UTC
by ViruS

SHINY DROOLS
btw, where's the shadows? If that's vanilla, well then something's wrong with my client.


Re: FPS Drops

Posted: Wed Feb 20, 2013 4:49 pm UTC
by kharnov

That's GL3.


Re: FPS Drops

Posted: Sun Feb 24, 2013 10:34 am UTC
by Forty-Two

I just thought of your beta goals, and particularly this:

II. Replacing all of the Tremulous assets.

For this condition, we'll need to replace all of the Tremulous artwork that we've inherited. Naturally, the first thing that comes to mind would be the models, which we've been replacing with each of our releases. Of course, we'll need to redo all of the sounds as well, both for players and ambient effects. We'll also need to create our own set of map textures for mappers to use, since the texture set in Tremulous is of a much lower resolution than we'd like. Lastly, even the more subtle things like explosion and gib effects need to be completely redone.

What does this mean for the low poly models?


Re: FPS Drops

Posted: Sun Feb 24, 2013 1:01 pm UTC
by Ishq

Chances are they will stick around. We only mean to replace the trem low poly models as the default model. If we have time and artists have enough interest to make really low poly versions of our current models, that could potentially be arranged too.


Re: FPS Drops

Posted: Sun Feb 24, 2013 5:35 pm UTC
by velociostrich
Ishq wrote:

If we have time and artists have enough interest to make really low poly versions of our current models, that could potentially be arranged too.

We should probably make low(-er) poly models regardless at some point just to have dynamic LOD.