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Mindstorm

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  1. Me and 3 of my friends, that makes 4 people all had this. Either it has to do with the fact that we all are dutch or this game sound is just set way to loud. For reference, listed to youtube/music file when sound of that video is set to 100%. Then launch renegade-x with sound on 100%. The volume levels should be equal, but I can most definitely confirm that renegade-x sound is like 400% instead of the 100% I get on music/other games. I also must admit that in most games I tune down sound, but most of the time it's to like 60%. Not even close to 5%...
  2. Played a couple of games, most of them on 15ms servers. Had large lag spikes when airstrikes occurred and when 1-2 GDI long ranged artillery fired. (So rocket related). I'm not sure if it's the 64p servers (why no 16p?) or if it's really a bug but thought it might be worth mentioning.
  3. FIrst of all, the level of the sound in this game is way to high. I almost got hearing damage when I first started renegade-x. I had to switch my volume settings ingame to 5%, that's just unacceptable if you ask me. I would also like to suggest adding a "General sound volume" so you don't have to use all 4-5 sliders to tune down volume... Also the intro-video doesn't look at the volume settings. So when I started renegade-x for the second time my head almost exploded again... Great game but I seriously cannot understand why no-one noticed this before... Everyone of my buddies complained about this.
  4. Annother great update! This game is so awsome, thank you for all the effort you put into it!!!! will make some KICKIN' Lan parties!!!!!
  5. Everybody hates a teamswitch after having played 10 games, or more. But what about auto balancing newly joining players? (server-side option). Or the last player to join needs to switch? Or giving a message to everyone autobalancing wil happen in 2 minuits and people who want to switch can?
  6. Theoreticly it does matter. Suppose you have a refresh rate of 70 (your eyes). Suppose your game fps is 100. When playing the game lets say in frame 50 a enemy will show up. In frame 49 he is not visible yet. Because each frame takes 0.01 seconds to generate you will have a lag of 0.01 second because of the frame rate. So, the higher the refresh rate of the game the faster "you" can spot the enemy. Eventho you can only see 70 frames per second, a faster refresh rates makes sure that the interval you need (for example 0.02 sec to visually see) will become smaller since the monitor will display the image faster. Now you could say: "but people can only see a difference after 100/70 = 0.014~ second." This is only partly true because 1,: 1. Eyes do not have a refresh rate. The 50-70 is just a rough guess taking the speed eyes send signals to the brains in acountance and some other variiables; 2. Suppose your eye "refreshes" 0.0001 second after a new frame. This would mee you would have to wait 0.01 second + 0.01-0.0001 for the next frame (almost 0.02 s), if you have fot example 200 fps this would be 0.01 sec meaning you still catch the image faster. This difference is for example 0.01 s (can be smaller/bigger), depending on the monitor refresh rate and FPS. But there is a (noticable) difference. A lot of "pro" game players prefere high fps in combination with a 120mhz or 200 mhz screen with 0.02 s reaction time. So I suppose for some people the difference is there, even tho it's only small. Short answer. Yes it matters, 0.01 second can make a difference.
  7. Great about the release! I can't wait to see this. Is it possible to install the mod on a Steam Downloaded version of UT?
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