16Nate said:
Instancing is a way to reduce the overhead of drawing several copies of the same mesh (not textures), but it does not affect vertex processing (i.e. polygon complexity and rendering cost). It's also not used by the map; the game batches all trees in a large chunk into a single mesh.jacobhinds said:
Was mission_cam_get_position changed in a recent patch? Last time I checked (admittedly a long time ago) it only returned the user-set (mission_cam_set*_) camera position.K700 said:
Actually, troop_raise_proficiency_linear will accept and handle negative values as well.Lav said:
Then it's not really about network traffic, but whether you want the prop to sink or teleport (bandwidth difference is negligible anyway, unless you're moving hundreds of props)._Sebastian_ said:
I think you meant the opposite, since using set_position every frame until a prop reaches its destination will use a ****load of network traffic, while animate_to_position is a one time operation._Sebastian_ said:
play_bink_file = 3025 #(play_bink_file, <path_from_module_directory>, [<duration_in_ms>]), #Plays a .bik file located at <path_from_module_directory>. If [<duration_in_ms>] is not set the full movie will be played
No, it doesn't slow down anything. It just crashes when trying to address more than 2GB of memory, whereas a large address application can go up to 4.Dusk Voyager said:
The Bowman said:
Actually, you can. If you patch a 32 bit executable to be large address aware it will be able to use up to 4GB on a 64 bit OS.The_dragon said: