my maps are laggy Created 20 years ago2004-12-11 10:11:43 UTC by fucklob fucklob

Created 20 years ago2004-12-11 10:11:43 UTC by fucklob fucklob

Posted 20 years ago2004-12-11 10:11:43 UTC Post #77628
hey im having trouble im using a pentium 2 and the maps that iwe compiled whit zhlt are wery laggy.Please help
Posted 20 years ago2004-12-11 10:18:35 UTC Post #77631
make em' smaller.
Posted 20 years ago2004-12-11 11:28:38 UTC Post #77637
Odds are there are some r_speeds problems making you lag. Check them, and if they arent the r_speeds then you either compiled the map wrong, put something(or too many of something) in the map that your computer can't handle(ex- lots of flashing lights), OR you didn't actualy finish the compile.
Posted 20 years ago2004-12-11 12:48:37 UTC Post #77649
Are you running VIS?
Habboi HabboiSticky White Love Glue
Posted 20 years ago2004-12-11 17:24:27 UTC Post #77722
yes im running vis
Posted 20 years ago2004-12-11 17:24:54 UTC Post #77723
but in fast mode
Posted 20 years ago2004-12-11 17:32:13 UTC Post #77726
sorry i didint read the third post im compiling the maps the right way
and im making hl maps in tha same size as half-life maps.And i dont have any cvar problems cvar is{Client Console Varifications}Because im using 1.0 and thats the best i tell you!!! The Best 1.1 sucks it doesnt have Monster shadows {r_shadows} and Hud_PlayerMove {Realistic Player Movement} And many more!!!.And What do you think about that i made six fully playeble maps by my own hand
Posted 20 years ago2004-12-11 18:47:43 UTC Post #77758
nublet
Luke LukeLuke
Posted 20 years ago2004-12-11 23:17:57 UTC Post #77819
Making hl maps the same size as Half Life maps? Well I certainly would think so, cosider that would mea your making a half life map the same size as itself.
Posted 20 years ago2004-12-12 05:05:32 UTC Post #77880
no like a normal half-life map like c1a0 ore c1a2.Yes im making maps to make them duficult and not just run ower the whole map
Posted 20 years ago2004-12-12 06:05:33 UTC Post #77893
Uh, I'd say the problem is that you're playing on a PII (which, incidentally, Intel finally stopped the manufacture of a few days ago).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-12-12 08:00:51 UTC Post #77911
I'm still runnng on a PII and with ~600 to ~700 wpoly you can get great r_speeds. (Even in software mind you... if there's no combat)

If there is combat - keep the r_speeds down to about 400 to 500 wpoly

All it takes is some clever entity work to "turn off" func_walls and other brush entities when they are clearly out of view, learn and use hint brushes - and remember the subdivisions: 240 units

If you make a wall with a 256x256 texture on a 240 face, you will get 2 wpoly, if you apply a 16x16 texture to the same wall, you'll notice your r_speeds jumping.

keep in mind though that 256x256 textures eat up your texture memory (a max of 4 MB)

ps: If you get a low to mid range 3d card that has OpenGL and about 64 MB - you can run hl with 1024x768 resolution, with HD models, and 700 wpoly with combat with great r_speeds :P
Posted 20 years ago2004-12-20 05:30:58 UTC Post #79298
thanks and another thing.I hate hd models because the look ugly and should not be used only if neccesary.and another thing i know the problem It was my windows it was ME and it did not work wery well
now i reinstalled my windows to 2000 and it works fine but not well.Thanks for all your posts :)
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