C&C Commando : Nod Turret [message #86777] |
Tue, 11 May 2004 17:37 |
phlakaton
Messages: 124 Registered: May 2004
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smoothing groups will ramp up the performance hit too. that 1a cube uses 6 sides... looks like 8 verts right... if you use a seperate smoothing group for each side you'll now have 24 verts... this is more important than polys in my opinion. Video cards also have a sort of allotment for memory... not sure the spot on # but if you use less than I think 128 polys you not really saving on performance... you might as well just use up to and as close to that # as possible... I think it doubles each time too... 256 I think... if you use more than 128 than you might as well use 255... get it.
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C&C Commando : Nod Turret [message #86853] |
Tue, 11 May 2004 22:55 |
icedog90
Messages: 3483 Registered: April 2003
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General (3 Stars) |
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SuperFlyingEngi | 1A is a good use of polys because you'd have to be suffering from multiple brain tumors to add more polys to a flat surface. However it is also irrelevent because how many squares do you see running aroun Renegade?
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Exactly. There is no point to adding more polygons for obscure reasons, or worse, absolutely no reason. Even if it's not going to affect the performance (like said above), it's just good modeling practice not to use polygons in places that you don't really need them.
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C&C Commando : Nod Turret [message #87035] |
Wed, 12 May 2004 17:40 |
icedog90
Messages: 3483 Registered: April 2003
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General (3 Stars) |
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Yes, he does make sense, and that is a good tipful way of keeping your level running smooth.
So Aircraftkiller, you got your new computer? It's about time... We've been missing you. :rolleyes:
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C&C Commando : Nod Turret [message #88433] |
Tue, 18 May 2004 14:08 |
Deactivated
Messages: 1503 Registered: February 2003
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General (1 Star) |
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Sir Phoenixx | They can't be compared, besides being completely different, the AGT has more detail, and an interior.
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I am not talking about the AGT, I'm talking about the regular Guard Tower.
The sandbags are 1000 polys.
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C&C Commando : Nod Turret [message #88633] |
Wed, 19 May 2004 08:49 |
Deactivated
Messages: 1503 Registered: February 2003
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General (1 Star) |
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The initial work for Commando started on year 1997.
They could have started it earlier, but the technology of that day wasn't powerful enough to handle realistic third person action shooters.
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C&C Commando : Nod Turret [message #88688] |
Wed, 19 May 2004 13:02 |
Slash0x
Messages: 455 Registered: January 2004 Location: California
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Commander |
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Aircraftkiller | They had four years. There was plenty of time.
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What I meant to say was the day that Renegade was released was not the exact day they said and advertised. I remember waiting beyond the release date to buy it. My family bought it on the 1st day it was out. So that means that they obviously did not have it done on the release date expected. Like the flying patch, for example. They did not come out with flying maps until that first patch. Even Field was fixed about 2-3 times because of harvy and other bugs.
L3T'5 4LL THR0W 3GG5 4T D4 N00B!
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C&C Commando : Nod Turret [message #88720] |
Wed, 19 May 2004 13:41 |
phlakaton
Messages: 124 Registered: May 2004
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If you know about how the development philosophy worked at Westwood at the time then you know nothing was finished when it shipped... always room for improvements... always something missed... it's not really about "is it done" It's more about is the market ready at this moment... is the competition too much. Too many factors play into the release date that override it being "finished." Renegade was micromanaged to death and it evolved for so long that it missed it's mark by a solid year if you ask me. The multiplayer component was done quick and THAT was actually how the developing should have been done in the 1st place... it was done quick and shipped quick with the game... no time to fiddle with it... other than the obvious flaws and bug fixes but hey... it was cool and still is.
My 2 cents.
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C&C Commando : Nod Turret [message #88990] |
Thu, 20 May 2004 10:34 |
phlakaton
Messages: 124 Registered: May 2004
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The multiplayer mode was a tiny little component not developed much past the bare bones in 2000. The real (and I mean real thought and coding) work was done about 1 year from the ship date on the multiplayer portion. Tom Spencer Smith and Steve Tall did tons on it in the last year. Lots of testing in the last half of the years... lots of maps made quick! It was done last and it's ironic that it was the best part of the game.
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C&C Commando : Nod Turret [message #88991] |
Thu, 20 May 2004 10:35 |
PiMuRho
Messages: 494 Registered: February 2003
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Commander |
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Multiplayer was only really added in the last 6 months, mainly because it wasn't the primary focus of the game. EA weren't even interested in multiplayer.
Or basically what Phlakaton said
Dev Diary
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C&C Commando : Nod Turret [message #89001] |
Thu, 20 May 2004 11:21 |
PiMuRho
Messages: 494 Registered: February 2003
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Commander |
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I could guess all day, but there's no guarantee that you'd tell me
I can eliminate a few people, but not enough to make an educated guess...
Dev Diary
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C&C Commando : Nod Turret [message #89015] |
Thu, 20 May 2004 12:38 |
Deactivated
Messages: 1503 Registered: February 2003
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General (1 Star) |
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I wonder... at one picture, Mike Ward is listed as Producer while in the final Renegade credits he is only mentioned in the special thanks section.
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