HL2 sound technology and optimisation Q Created 19 years ago2005-06-11 01:43:04 UTC by Kantham Kantham

Created 19 years ago2005-06-11 01:43:04 UTC by Kantham Kantham

Posted 19 years ago2005-06-11 01:43:04 UTC Post #113695
-For the sound

I noticed the engine is awesome for Tunnel-effect like. But i was wondering if it need a zone in particular or it act depending on the bsp distance from the players to create that sound effect

-For the Opti

If some of you are fammilar with Unreal editor...

A map that don't have optimization suck in FPS
I might be thinking whrong... But it seems like HL2 don't need optimization at all...

Does it mean i can put like 50 NPC monsters in the same part of level and it will act normaly? (and yes , they are all in different rooms)

And for the objects , that use procecor for physic and stuff.

Thanks for your time...
Posted 19 years ago2005-06-11 04:24:57 UTC Post #113709
Can't say I understood any of those really, except the optimisation one, which I don't know enough about in Source to reply about. Could you rephrase the questions, I mean, like what do you mean by "tunnel effect"? Echo-y?
And for the objects , that use procecor for physic and stuff.
Is that a question?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-06-11 05:12:00 UTC Post #113713
Oh, don't really mind for the sound Q. I'm pretty usre it's from the bsp distance.
And for the objects , that use procecor for physic and stuff.
No , that's not a question really. But yes , related to the optimization question.
Posted 19 years ago2005-06-11 10:39:21 UTC Post #113735
Lots of NPC's makes it lag!
Spawning them is a better way :P
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-06-11 14:56:28 UTC Post #113766
Sound - env_soundscape with a DSP preset.

Lots of NPCs and PhysItems create lag in numbers. Use +showbudget to get a readout of the load on the system.
RabidMonkey RabidMonkeymapmapmapfapmap
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