not desperate for that micro sec (red.) but smoother walk around , nothing to do with faster or leeter machine , same as snaps,maxrate and various other settings
same for example timenudge , based upon experiances with quake3 and STEF , RTCW , snaps and maxrate , r_picmip are just settings to improve machine.. not the uber tweaks because its not needed for the wildwest...
and since Punkbuster maxed out certain values .. u can test for yourself , example higher com_maxfps 130 will get u kicked , to high gamma aswell , shadows etc ...
another reason for FPS dropping is memory issues and Processor power , ive seen it on my sisters machine ( a compaq 450mhz 128mb ram , Gforce 2 64mx2) when at large objects or textures the fps drops like a stone from the air .. added 256 more memory and it worked smoother ...
Well we had a few of us on last night and found the followng bugs
In MINE typo when cowboys reclaim flag If Xroad flag is retaken by bandits before waterfall flag (or others are taken) then frequently the respawn points are reset to: Cowboys: waterfall Bandits: Hut or x-roads I think this is due to the new flag at the cross roads, It does rather alter the game when the action is at the gold and ya gotta troop all the way back down each time. Gold chest is a dynamite shield completely blocking blast damage from those near it. I did some exparamenting and found that if you can't see the nade or tnt stick then it will either not hurt you at all or just minorly. In KFG well an old glitch returns, I was on the roof of the train and got hung up by my shorts on the tv nob abain. I was able to free myself when the train came under me a second time (note I was specifically testing to see if this would happen)
Update on testing today Mountain Map First are the demos (in the zip file) extract them into your wildwest demos directory (if you don't have one then create a demos one off your WW directory and install them there. to play open the game and in console type /demo (demoname) you may want to bind a key (bind KEY "-scores" ) to remove the score screen the first 2 demos are the telegraph not blowing up when dynamite is ontop of the table (though we did manage to blow it up later in the day though the table top of the map was left hanging in the air) mountain1.dm_60 mountain2.dm_60 the third is a recording of the tower collapsing towerfall2.dm_60 do you think we should change the black smoke cloud of the tower falling to a brown dust cloud?? Also note the hole goonie fell into on the wooden bridge. both he and others have gotten stuck there, do you think we can widen the brush there to cover up that hole? More info on the sticky person bug This has happened to Angel a few times now and here are the symptomes: He's been knocked into limbo by a sniper riffle to come back stuck He's attached to the feet of another player (his view) and is piggybacking the player (our veiw) He's also been given a mounted gatling to fire. He's stuck on various players till the end of the map then alls well Also I would see his name overlay on other players (not the one he was stuck to) and once in the wall where I know there couldn't be any other players. My thinking is that it might be in the musket 'knock to limbo code' and will try to arrainge a test of this town map Angel's noted that you can still double plant dynamite in the vault (is this an old marker from way back when (say a second way to blow the safe wall?)
hmm more stuff on the mountain map first are of the hovering map (that still minimizes blasts underneath it but not as much as the whole table). Also goonie planted a defensive dyno on the ammo dump and blew the roof off of it (made for an interesting last stand fortress) I've also got a demo of the map table reducing most or all of nade damage (here again It's the line of site ostridge defence, if ya can't see it, it can't hurt ya)  and yes, the matches and all explosives (bombs/tnt) were bright blue that round (though not as scarry as the neon mine episode) think that was a graphics error on my machine again.
hello all duck here i deleted my ww files and folders to start over could any if they still have the 1.6 files send them to me i need the last 1s we installed thank you duck ps. my email is [email]firstname.lastname@example.org[/email]
I didn't make it!
@Dragon: Currently I'm unable to map due to geographical location. - The floating map is made of special light weight paper, LOL, no probably the health is set too high which will result in the floating map, I'll have a look at this. - The table legs, they are probably not targeted at the table top and the telegraphs, easy fix. - The roof, mmm, first time I've seen this, probably a target problem again. - The bridge, the planks either have to be made wider or repositionned, again, easy fix. - Smoke color, I'm not sure if you can change the color of the smoke, I'll have a look at it. I'll be back home around the 5th of November, so until then sit tight!!
also reviving in bank had some issues rived in wall :(
That's part of the engine. It can happen anywhere even in RtCW proper...
@ duck, check you're email shorty (the one you gave me for testing) as the weekly email will be sent soon.
@ paolo, no problem, just giving you allerts. I figured that if the tower was going to be all wooden and all then a black smoke cloud is out of place. this could either be a simple or sever tweek (as I'm not sure what image(s) are used for the smoke cloud. As to the boards on the bridge, you don't really need to make them bigger, just the brush (or what ever it is) that they represent, as poor goonman's gotten himself stuck in that hole several times now.