Deleting Smoke+Explosions

Discussion in 'Support' started by PreDominance, Jun 19, 2009.

  1. ba'al

    ba'al Member

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    Yes it does.
     
  2. PreDominance

    PreDominance Member

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    I'm pretty sure it doesn't!
     
  3. ba'al

    ba'al Member

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    Personal expirience agrees with me.
     
  4. PreDominance

    PreDominance Member

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    Foruming experience tells me not to deal with idiots :U
     
  5. Brutos

    Brutos Administrator Staff Member Moderator

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    Just try what I told you to do first and then report back, after that you can try deleting the pcfs.
     
  6. arklansman

    arklansman Member

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    Deleting the pcfs will get you an explosion of big red X's.
     
  7. Chris0132'

    Chris0132' Developer

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    You can't delete them.
     
  8. blizzerd

    blizzerd Member

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    [​IMG]




    kekekekkeekkee
     
  9. PreDominance

    PreDominance Member

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    /me is confused
     
  10. LordDz

    LordDz Capitan Rainbow Flowers

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    Watch Wall-E :rolleyes:
     
  11. Trickster

    Trickster Retired Developer

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    Oh ffs, BRUTOS JUST POSTED YOU WITH WHAT YOU NEED TO DO. DO IT. IT WILL FIX IT. STOP TRYING TO DELETE STUFF AND DO OTHER METHODS WHEN HE GAVE YOU A GODDAMN SOLUTION AND YOU IGNORED IT. COPY PASTING ONE FILE OVER ANOTHER CANNOT BE TOO TECHNICAL FOR YOU. SO FUCKING DO IT.

    /rage

    EDIT: IF GOING BACK IS TOO DIFFICULT, HERE:

     
  12. Omneh

    Omneh Member

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    Watch 2001: A Space Odyssey
     
  13. PreDominance

    PreDominance Member

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    Holy shit, I did. That's for /buildings/. I still need to fix the smoke from Rpg's, and mortars. And HE grenades. And my walls being torn down :c
     
  14. Chris0132'

    Chris0132' Developer

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    Dude they're the stock HL2 particles...

    Stop trying to run the game on a difference engine.
     
  15. Brutos

    Brutos Administrator Staff Member Moderator

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    All tank weapons are sprites, no particle effect there, except tank mg tracers.

    Also I'm not sure if it fixed a lot but it could help

    Edit: Add this file too: Its a very light smoke particle effect that should use even less performance if you run empires in dx8 mode:
     
    Last edited: Jun 22, 2009
  16. PreDominance

    PreDominance Member

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    I run it in the standard (Dx9?).

    Should I still use it?

    Also, thanks
     
  17. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Well the first thing you should do is force DirectX 8 and see if it lets you get away with it :3
     
  18. HaschteWas

    HaschteWas Member

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    Hella, why does this guy need to ask for like 3 pages until he gets a usable solution....
    Just run empires in DX85!
    This will highly reduce fps hunger of empires during any explosion or apprearance of smoke.
    I had this problem on my old pc as well. And I was wondering why devs or programmers of OB SDK engine give such a resource consuming implementation of smoke that doesnt even look much bettern than old DX85 smoke....
    With my new computer its not a problem anymore but i still dont c the point in wasting so many resources on neglidible stuff like smoke.

    Btw you need to set the DX85 level option only once via command line.
    After that you can use mat_dxlevel 85 in your autoexec.cfg to run empires in DX85.
    That means after a single run of empires with command line option DX85 you should remove the command line option again.
    Thing is, if you keep the DX85 option in command line, you have to reset your resolution after every start of empires -> anoying.
    Plz note that running empires in DX85 (or lower DX level) for the first time will result in a quite long loading time when joining a server. I think its because the engine generates all needed DX85 materials from DX9 ones.
    -> Takes more time than installing empires. BE PATIENT!
    But once those files are generated empires runs nearly without frameloss during explosions and the loading time for maps is shorter.
     
  19. PreDominance

    PreDominance Member

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    /me ;-;'s.


    WILLDO NAO. Thanks!

    *10 minutes later*

    Holy shit. It worked beautifully.
     
    Last edited: Jun 23, 2009

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