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Lyserg

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Everything posted by Lyserg

  1. QUOTE (bali @ Oct 10 2009, 01:03 AM) <{POST_SNAPBACK}> That's pretty much between your ears though. the diffirence between playing 60fps constant or 100+ is neglictable. You just started getting better simple as that.
  2. QUOTE (QUAKERxnc @ Oct 7 2009, 08:20 PM) <{POST_SNAPBACK}> Lol, dude. you obviously have no idea what you're talking about. The human eye can't even see a difference above 80-90 fps. Everything above that is a waste. A trained eye might be able to get up to 100fps, and I highly doubt you've got a trained sight. You're more likely to limit your brain then to limit the amount of frames your comp can pump out if you've got a decent rig. the amount of information you perceive per second has nothign to do with fps, hell, you'd even be able to play with 15 fps perfeclty fine if you're used to it. If you'd play at 15 fps, and then through a hardware upgrade you'd hit 20, that would seem as a large improvement. 90 to 120 however, wouldn't even be noticable.
  3. QUOTE (Woulfe @ Oct 7 2009, 03:33 PM) <{POST_SNAPBACK}> Meh, my comp can also hit 120 fps I'm sure. I just don't need it. Whenever you'd see how useless and obsolete it is, you'd feel the same.
  4. QUOTE (QUAKERxnc @ Oct 7 2009, 03:05 PM) <{POST_SNAPBACK}> No, it would be the same. Therefore, it's useless to higher the fps limit.
  5. QUOTE (QUAKERxnc @ Oct 7 2009, 01:08 PM) <{POST_SNAPBACK}> Still, it's pretty much useless to make it higher. Everything higher then 90, wont really be noticed. It's a waste.
  6. QUOTE (=HT=Duro @ Oct 7 2009, 12:10 PM) <{POST_SNAPBACK}> Not quite true. 80-90 is possible, Besides, you can't compair the human sight with frames. We don't see in frames, we see in a continuous lengths.
  7. QUOTE (QUAKERxnc @ Oct 7 2009, 06:33 AM) <{POST_SNAPBACK}> It's set at the client though as far as I know, not the server.
  8. QUOTE (QUAKERxnc @ Oct 5 2009, 09:03 PM) <{POST_SNAPBACK}> Like there's a real visible difference between 90 and 120. =/
  9. QUOTE (Tunguska47 @ Oct 5 2009, 05:36 AM) <{POST_SNAPBACK}> Firstly, you have no right to correct my spelling mistakes, seeing as though your English is even worse then mine. Secondly, as few above me have pointed out, this is a beta. The full mod isn't even out yet, so it's done when it's done is still in effect. Lastly, just get off your lazy ass and try to look through the forums for solutions. there's loads of problems and loads of solutions known. And please for the love of Phawbster, contribute something useful to the community and the mod's developers.
  10. QUOTE (Tunguska47 @ Oct 5 2009, 12:03 AM) <{POST_SNAPBACK}> frontend patch There, instructions are inside the .txt in the zip. Please use the search enigen next time. There's a lot of topics about problems, and some solutions that may, or may not work. Just try them out and make sure you did all the steps needed for a correct installation. Double check to be sure it's all set up correctly, and THEN see if it still crashes.. If it does, then post, if it doesn't, good.
  11. Lyserg

    Questions

    QUOTE (punko24 @ Oct 4 2009, 08:09 PM) <{POST_SNAPBACK}> I aint a dev or an affiliate of the team though, so take it with a grain of salt. It's just what I'm guess will be. ;o
  12. Lyserg

    Questions

    QUOTE (punko24 @ Oct 4 2009, 05:37 PM) <{POST_SNAPBACK}> 1. As far as I know (read: as far as I'm hoping, which should be correct) this month. 2. Probably A LOT of bug fixes, not sure if there'll be any content released in the first large patch, maybe the models updated, a few maops added and maybe some new vehicles. 3. The IRC server doesn't have nickserv, not sure about botserv or chanserv though. 4. guess that's already in the UT3 engine, it just needs to be setup serverside. 5. Powerplant, and models will be updated to the correct characters fitted to the class, like in Renegade. 6. I highly doubt they'll be ablke to seccure the rights for the C&C genre from EA and a HIGHLY expensive license for Unreal Engine 3 from Epic.
  13. QUOTE (Jayrun @ Oct 4 2009, 06:23 PM) <{POST_SNAPBACK}> Ohhh. ;o okay ty.
  14. QUOTE (noxdrac @ Oct 4 2009, 05:44 PM) <{POST_SNAPBACK}> all-way-sehx.dat ;O perv
  15. QUOTE (Jayrun @ Oct 4 2009, 04:27 PM) <{POST_SNAPBACK}> Uhh.. I have no idea how to do that? And if you mean manualy change 'm all the time, yeah maybe, but I want them to do that automatically. Lol.
  16. QUOTE (DXR_13KE @ Oct 4 2009, 01:57 PM) <{POST_SNAPBACK}> It's a good idea though. somehow immediatly reminded me of the level in TS where the scrin ship crashed and you gotta free it from Nod control, and then protect it. Sounds like a good map idea, could be a damn large map too if planned out right.
  17. QUOTE (FooFighter @ Oct 4 2009, 12:35 PM) <{POST_SNAPBACK}> That's probably when the server's running island, and you're connecting to it. try a server running fields, I know the frontend is down but try to find one anyway, or wait til the server changes map.
  18. Maybe a stupid question, but is it possible to set the GDI and Nod ones to alternate during loads?
  19. I agree that it would be a big improvement to the overal gameplay. but I also think that should go hand in hand with the names above players not showing up til targeted, atleast the enemy ones.
  20. Awesome, now that brings back memories!
  21. Lyserg

    Splash Image

    Oh lols. I thought you meant the one on the clothing. I didn't even notice the one in the background.
  22. Lyserg

    Splash Image

    QUOTE (R315r4z0r @ Oct 3 2009, 06:12 PM) <{POST_SNAPBACK}> No way, that's deffinatly TW1/TD logo. ;o TD TS
  23. I vote mutator that returns RenX to a buggy state or a separate 0.35 vehicle stacking server! ;O
  24. QUOTE (Mighty BOB! @ Oct 2 2009, 10:54 PM) <{POST_SNAPBACK}> El neato! I never even looked at the reticule/crossheair..
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