Home   Help Search Login Register  

Author Topic: preventing lag in CTF design  (Read 1077 times)

0 Members and 1 Guest are viewing this topic.

nailbomb

  • Guest
preventing lag in CTF design
« on: 12 Oct 2004, 00:46:59 »
Hi,

I'm currently working out some ideas that I would like to use in a MP CTF map.
However I'm affraid that they might cause too much lag.
I hope one of you can shed some light on this topic. I have already browsed through macgubas guide to reducing lag, a great starting point
(http://www.ofpec.com/editors/resource_view.php?id=512).
Part of my thoughts concern the use of lightsources that switch on and off several times during the game (potentially up to a few times a minute, but only sporadically).

 Also there will be many many more objects in close range than on an average CTF (say, 3-4 times as many). To compensate for this I could use Desert Island instead of Malden although I prefer not to.

I'm wondering how these factors relate to one another and if there are alternative solutions, e.g.:

- if I were to use Desert Island, would this compensate for the high amount of objects?

- Are there 'lighter' ways to implement lightsources switching on and off than the 'switchlight' method?

- Will the amount of lightsources have a greater impact than the amount of objects? To what extent does the choice of island compensate for this?

- How big would the effect be of reducing the visibility range to only the playing field or just about?

- Am I overlooking factors that will actually be of much more importance?

I hope you can help me out, I'm affraid lag is really the limit to creativity here...

 ;D

thanks a lot!!

Nailbomb