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Forum rules
Release, download, and praise or criticize completed modifications. For installation and creation help, please visit the OpenSpades general discussion forum.
Release, download, and praise or criticize completed modifications. For installation and creation help, please visit the OpenSpades general discussion forum.
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bloodfox
Post Demon
- Posts: 2206
- Joined: Mon Oct 21, 2013 4:32 pm
the problem with that idea is that it takes away from the AOS and OS style. Not to mention that the scripts wouldn't be able to retain that much data. (I'm guessing from the ram usage OS already uses...) Now plugins aren't exactly a piece of cake. LeCom has done it before with a tank server but I don't think that it'll be neccessary to add in a currency for a game like this. :)
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Chameleon
Modder
- Posts: 601
- Joined: Thu Nov 22, 2012 6:41 pm
Well everyone's got ideas
HOW EXACTLY ARE YOU GOING TO IMPLEMENT THEM?
And there is a question they don't like answering
HOW EXACTLY ARE YOU GOING TO IMPLEMENT THEM?
And there is a question they don't like answering
Have you always wanted a sound tinnitus effect in AoS?
No?
Anyway, here it is for OpenSpades!
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MushyMosaic
Deuced Up - Posts: 43
- Joined: Sat Mar 28, 2015 6:46 am
Holt wrote:What do u guys think of adding the option of being able to pick up weapons from dead players on the ground? Also would it be possible to create a plug-in for openspades similar to CODs buying weapons off wall? ThxThis ain't CS:GO nor TF2, but good idea tho
EDIT: Don't add the buying thing, it ruins everything and changes OS to a Pay-2-Win Game
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Chameleon
Modder
- Posts: 601
- Joined: Thu Nov 22, 2012 6:41 pm
bloodfox wrote:(I'm guessing from the ram usage OS already uses...)I dont want to be fun-killer m8 but OS should use no more than 500 mb of wam. map+models+sounds - that isn't as much as you think...
Have you always wanted a sound tinnitus effect in AoS?
No?
Anyway, here it is for OpenSpades!
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Marisa Kirisame
Deuced Up - Posts: 152
- Joined: Sat Sep 21, 2013 10:52 pm
Chameleon wrote:Your friendly reminder that vertex arrays are a thing and so are integrated graphics chips that use system RAM for things - expect about 24MB, double that on integrated.bloodfox wrote:(I'm guessing from the ram usage OS already uses...)I dont want to be fun-killer m8 but OS should use no more than 500 mb of wam. map+models+sounds - that isn't as much as you think...
On top of that, global illumination jacks up the VRAM usage as well as it needs to store a 512x512x64 3D texture which uses either 2 or 4 bytes per texel, thus 32MB VRAM or 64MB VRAM respectively. The map itself is probably going to use up 64MB RAM if stored raw, about 6MB if stored bitarray+hashmap, or about 4MB if stored in VXL format (Voxlap uses the latter).
I know for a fact that the Iceball renderer does use up a lot of video memory for vertex arrays. Main reason to just leave it that way instead of trying to pack everything into smaller ints is that the latter option for some reason seems to slow things down (I tried this twice). No idea why. I've seen my GPU docs and it seems that they would actually benefit from that, but maybe it's the required int-to-float conversion that slows things down. Who knows.
Basically, it does cost memory to shove things into a place that a graphics chip can read.
longbyte1 wrote:We should move on to create our own replicas of AoS instead (call them "tributes" if you'd like): we learn far more and take far less time making it ourselves than trying to reverse engineer a heavily obfuscated, hand-optimized work of art.
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MushyMosaic
Deuced Up - Posts: 43
- Joined: Sat Mar 28, 2015 6:46 am
Holt wrote:What do u guys think of adding the option of being able to pick up weapons from dead players on the ground? Also would it be possible to create a plug-in for openspades similar to CODs buying weapons off wall? ThxYou can't compare OpenSpades with COD, go back and keep using that intervention quickscoping tactic.
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