Author Topic: Feature request: non disappering paint and paintballs  (Read 6229 times)

ViciouZ

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Re: Feature request: non disappering paint and paintballs
« Reply #20 on: May 25, 2008, 03:48:31 PM »
Nope.  Paintballs are models.  epoly is textures and maps and what not.

Wpoly = world poly = the BSP.
Epoly = (entity?) poly = models.

Garrett

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Re: Feature request: non disappering paint and paintballs
« Reply #21 on: May 25, 2008, 03:58:59 PM »
Oops, typo, but epoly doesn't lag the game much.  I am used to thinking of r_speeds as just wpoly and completely forgot about epoly.

i_am_a_pirate

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Re: Feature request: non disappering paint and paintballs
« Reply #22 on: May 26, 2008, 02:15:00 AM »
lol, if you make a map with too many spawns/entities then it will lag.

Garrett

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Re: Feature request: non disappering paint and paintballs
« Reply #23 on: May 26, 2008, 02:27:16 AM »
Yea if you have say, 100 spawns but I have seen maps with epoly counts over 10k and no one complains of lag as much.  wpoly is the 'lagy' per say.  epoly will lag your computer but 100 little unexploded paintballs per round will not unless your computer is as old as knack :P ;)

Eiii

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Re: Feature request: non disappering paint and paintballs
« Reply #24 on: May 26, 2008, 02:33:14 AM »
wpoly is world, and epoly is entity, yes, but both lag equal amounts. Their only real difference is their sources. I think the balls are 6-12 polys each. Anyway, the issue isn't the impact on any player's framerate, it's the massive amount of completely unnecessary network data that'd be sent each frame.