You are not logged in.
Pages: 1
Topic closed
Last edited by tronic (2010-06-08 13:45:29)
Offline
Last edited by tronic (2010-06-08 15:51:49)
Offline
2.67 core2duo
Geforce 8800 gts
6 gigs ram
I never had 1 fps drop in any Valve maps. Average fps in lost in the wood: 30 fps with peaks at 45. About 15 fps average in the last stretch of "The Underground Way" Same thing with Lighthouse and couple of spots in Lumberyard
If that is acceptable for your team and claim this is optimized, I don't know what to say!
You can't blame Valve on this one now because it is a design/layout problem but I'm sure you would like to
Hints are cheap? They are another element that guide help guide the player. Looks like guiding the player is not in your top priorities. Remember that your opinion is and will remain corrupted. You know everything about your map, the general audience don't. And I never heard of anyone who disabled the hint systems. If a little popping icon annoys you that much... I will stop here.
I'm modest. I'm not the one who can't accept criticism.
Campaign is fun and even if I disagree with your opinion/attitude, I will still recommend it to my friends.
Offline
you never can do good for everyone, and actually this problem all boils down on the fact that the instructor can't be plugged with custom stuff and won't behave the same way. That is why people will have to come up with hints. Some want their hand held all the time, some don't want it.
In the development version of dead before dawn we are goign to have hints on all major custom events. We also were going to implement an "inside the world" feature to turn them off, but because of the faked nature of the hints they would be off for everyone so people could grief eachother.
in DBD people were also confused, didn't know where to go, partially because some maps wern't thought out to be semi linear yet, or the events were a bit unclear. We solve this now with visual clues , more linearity and lots of director hints. Honestly they don't bother me. We show the yellow triangle from very far, and pop up the hint when people are close to the event and know what to do. It also gives the event that is going to come meaning because we're doing pretty "out of the box" stuff", even in the new version. So it "is" needed imo. I just wish valve would make the instructor completely pluggable so we just had to add scripts and entities that go with the scripts which sill cancel themself after the player behave well, just like the normal instructor.
Last edited by CosmicD (2010-06-08 17:18:53)
Offline
Pages: 1
Topic closed