K guys, I'm making a new thread so it's more visible cause we have real last issues unfortunalty.
We had a little test with Freelancer and some others. The shileds and doors seem to sync nicely now thks to inferno new way of doing... but this still remains to be tested with a full server.
However, there's still some points of my list yet to be fixed (this is for inferno) :
- Menu is still not working.
- Weapon "glitch" is still there (2 weapons, that don't make part of the weapon population, are falling from the sky at the begening of the game and they are not uasble), you really should try to get rid of them ferno.
- Since the last 2 build the 360 sign is clipping along with the arrow on the rounded platform (not a big problem but this might be related to a bigger problem I'm talking about at the end of my post).
Now there's still this problem with ATV balance weight...
And I'm asking to anyone who may know how to do : Do you guys know how to add some weight at the back of a vehicle (ATV here) cause it has a real tendance to flip to the front when jumping... It would just need a little more weight at back.. Any idea how it's makable?
I really think its worth to fix. Cause, inferno, you were telling that you just have to ride slower when jumping from ATV base not to fall... but it's designed to be able to jump at ful speed... I mean the biggest reproch I had with yoyoV1 is the ATV wasn't drivable as easy as hog... well, let's not reproduce the same problem.. you must be able to ride as fast and easy as with the hog...
K One other big problem are the 2 remaining invisible walls.. (one along the panic hill even if it doesn't allow you to take shortcut anymore due to inferno killbox ; the other one at beach base is more annoying)..
The only way to get rid of these is to rerun the lightmap after chasing them... the only one who can do that is Fieryscythe...
I was against rerunning any lightmap and I know fieryscythe is busy and didn't wanted to chase again these invisible walls and run another radiosity, but now... Fire, I was wondering if now that the week-end is approching, maybe you would have some time to do it... and I won't remodel, it's just redoming the invisible walls and running lightmaps... I know this represents some work but I know you're a perfectionist like I am and I mean, plz fire we need you... It's so painfull to release a half finished and unperfect map after all this work... tell me what you think if you're reading... if you're not, I'll AIM as soon as I catch ya. Thks
K, now the last and maybe biggest issue we had during last test, Polar and wolf were experiencing big lag and FPS issues when joining the Freelancer' server... and they ran the map smoothly when on their own lan... One can think the freelancer' server is faulty but they weren't experiencing the same problems with older builds... there must be something wrong with this last build...
Polar word on it from the older thread :
Quote:
Originally Posted by p0lar_bear
I just tested with Lancer, Yoyo, and one other person, absolutely unplayable as a client connecting to the server. Halo's FPS chart showed 0 the whole time.
I loaded the map as a LAN server, and it ran fine, and I also played a few rounds of stock maps on another server, and it ran fine. Also, my framerate went up to about 10 or so when my connection dropped while in the server. This makes me think that the sync scripts are causing this.
The other guy that was testing was also having the same issue.
Inferno, Fieryscythe and someone that can fix the ATV balance problem, yoyo V2 needs you more than ever... Thanks guys.
O and I found the surprise ferno :) Very good !
September 25th, 2009, 07:01 AM
.Wolf™
Re: Yoyorast Island V2 last problems
Yeah script must be it,last time when we tested only the beach panic room doors it worked nicely with 0 fps lag.
September 25th, 2009, 07:05 AM
Cortexian
Re: Yoyorast Island V2 last problems
My server is fine, as proven by you and I not having any issues Yoyorast. There's something wrong with the map.
Also, the teleporter exit by the panic room is clipping at certain angles.
September 25th, 2009, 07:20 AM
FireScythe
Re: Yoyorast Island V2 last problems
Well i've just had a few weeks of free time plonked on me, so I can get those invisible walls fixed for you.
September 25th, 2009, 07:31 AM
yoyorast
Re: Yoyorast Island V2 last problems
Dam, this is one hell of a good news, thsk man !
September 25th, 2009, 09:22 AM
Cortexian
Re: Yoyorast Island V2 last problems
This video illustrates some of the latest changes, note it's still a release candidate and anything you see in the video could change.
September 25th, 2009, 09:27 AM
yoyorast
Re: Yoyorast Island V2 last problems
Ye, I think this little clipping is happening with pretty all the tagged objects since the 2 last builds...
If this is because of too many tags, you can remove the panic room teleporter near the walking sign, you know ferno? not the one at credit room, not the one down the camping spot but the other and 3rd one... so there'll be 2 left in the end.
Also removing the wired 2 weapons I was talking about in my 1st post could help with this issue..
September 25th, 2009, 03:26 PM
Inferno
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by yoyorast
Ye, I think this little clipping is happening with pretty all the tagged objects since the 2 last builds...
If this is because of too many tags, you can remove the panic room teleporter near the walking sign, you know ferno? not the one at credit room, not the one down the camping spot but the other and 3rd one... so there'll be 2 left in the end.
Also removing the wired 2 weapons I was talking about in my 1st post could help with this issue..
Those 2 weird weapons are just a result of shitty net code. I can't really fix them since I have no clue what spawned them to begin with.
September 25th, 2009, 03:36 PM
sevlag
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by Inferno
Those 2 weird weapons are just a result of shitty net code. I can't really fix them since I have no clue what spawned them to begin with.
which ones?
September 25th, 2009, 03:40 PM
Inferno
Re: Yoyorast Island V2 last problems
They fall from the sky on client side.
September 25th, 2009, 03:42 PM
Inferno
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by Freelancer
This video illustrates some of the latest changes, note it's still a release candidate and anything you see in the video could change.
Must have been hard to edit out all my kills.
:realsmug:
September 25th, 2009, 05:23 PM
Cortexian
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by Inferno
Must have been hard to edit out all my kills.
:realsmug:
No, they just got cut to the release trailer. :haw:
September 25th, 2009, 05:25 PM
chrisk123999
Re: Yoyorast Island V2 last problems
I've had that problem before, remove the weapons from the few bipeds that have them in the syncing rooms.
Edit: Why is there Halo 2 teleporter exits when this is a Halo 1 themed map?
September 26th, 2009, 02:33 AM
n00b1n8R
Re: Yoyorast Island V2 last problems
I've always wondered why you could go so far out into the water on yoyo, it just give people an excuse to stray from the fighting (i know I've done it a few times vOv) which iirc is part of the reason why the secret room was removed.
Why not put a player/vehicle clip there? vOv
September 26th, 2009, 08:37 AM
chrisk123999
Re: Yoyorast Island V2 last problems
There is player clipping there...
September 26th, 2009, 09:02 AM
Lateksi
Re: Yoyorast Island V2 last problems
...hundreds of meters away from the island.
September 26th, 2009, 11:41 AM
Inferno
Re: Yoyorast Island V2 last problems
Why should I have to fix player stupidity...
September 26th, 2009, 11:43 AM
Dwood
Re: Yoyorast Island V2 last problems
If it's not on the island, just call it unsupported. What are they doing out there anyways?
September 26th, 2009, 02:05 PM
Pyong Kawaguchi
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by Dwood
If it's not on the island, just call it unsupported. What are they doing out there anyways?
Having sex, probably.
Also, I got the mongoose problem fixed.
September 26th, 2009, 02:06 PM
Inferno
Re: Yoyorast Island V2 last problems
I love you pyong.
September 26th, 2009, 02:17 PM
.Wolf™
Re: Yoyorast Island V2 last problems
It slows it down when you get to the part with ramps that goes up from the beach..reason is that it hull of atv hits it..Or maybe im wrong?
September 26th, 2009, 02:18 PM
Pyong Kawaguchi
Re: Yoyorast Island V2 last problems
Why, thank you, inferno.
Now yoyo has to edit the credits bitmap and add me in it :realsmug:
@ wolf, I am pretty sure I held space.
September 26th, 2009, 02:59 PM
yoyorast
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by Pyong Kawaguchi
Why, thank you, inferno.
Now yoyo has to edit the credits bitmap and add me in it :realsmug:
@ wolf, I am pretty sure I held space.
ye I'll find some space to add you ;)
On the other hand, Fieryscythe started to remove the invisible walls, then will make new lightmaps. :)
Daaamit, wow this one is big! Very nice find man... we'll put a little invisible wall over there.. thks
September 26th, 2009, 04:51 PM
Inferno
Re: Yoyorast Island V2 last problems
I'll just make it teleport ghosts back to the bottom if they start going up.
September 26th, 2009, 04:56 PM
yoyorast
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by Inferno
I'll just make it teleport ghosts back to the bottom if they start going up.
good idea man.
September 26th, 2009, 04:58 PM
Cortexian
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by Inferno
I'll just make it teleport ghosts back to the bottom if they start going up.
No, just kill anyone in Ghosts in that area.
September 26th, 2009, 05:00 PM
Ganon
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by Inferno
I'll just make it teleport ghosts back to the bottom if they start going up.
bad fix for bad problem
September 26th, 2009, 05:03 PM
ShadowSpartan
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by Ganon
bad fix for bad problem
I agree, just add some clipping.
September 26th, 2009, 05:47 PM
Inferno
Re: Yoyorast Island V2 last problems
If I put a invisible wall players will hit it if they slide down. A 3 line script that teleports a the ghosts when they enter a trigger is a lot simpler and less impacting on the gameplay.
September 26th, 2009, 07:40 PM
EX12693
Re: Yoyorast Island V2 last problems
Either a teleport or killbox woulld be good. I prefer the killbox idea.
September 26th, 2009, 08:55 PM
Cortexian
Re: Yoyorast Island V2 last problems
Two votes for killbox.
September 26th, 2009, 09:03 PM
Inferno
Re: Yoyorast Island V2 last problems
This is not a democracy. Its a dicktatorship. And I'm the dick.
September 26th, 2009, 09:09 PM
chrisk123999
Re: Yoyorast Island V2 last problems
I vote get rid of the H2 teleporters that don't match the map.
September 26th, 2009, 10:14 PM
Timo
Re: Yoyorast Island V2 last problems
A killbox would be stupid - what if you wanted to/accidentally slid down that slope?
September 26th, 2009, 10:49 PM
il Duce Primo
Re: Yoyorast Island V2 last problems
I'm sure that player clipping can be single sided.
September 26th, 2009, 11:29 PM
Inferno
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by il Duce Primo
I'm sure that player clipping can be single sided.
In your mind it might be but in the real world you can't do that.
Unless you want to use haxed tool.
September 27th, 2009, 01:00 AM
EX12693
Re: Yoyorast Island V2 last problems
What about the same idea for the no-shortcut killbox, except killing people ONLY in ghosts? (reststing what Freelancer already said)
September 27th, 2009, 01:24 AM
itszutak
Re: Yoyorast Island V2 last problems
Why not just remodel the mountain so that it slope tapers off to perpendicularity near the top?
(That might be a bit confusing. Here's some ASCII)
Code:
As it is now:
_
.\
..\
...\
....\
As it should be:
_
.|
.|
.\
..\
Or something to that effect. Hell, even a small invisible dent halfway up would stop a ghost from making it.
Code:
_
.\
..\>
...\
....\
September 27th, 2009, 01:28 AM
AAA
Re: Yoyorast Island V2 last problems
^ This.
September 27th, 2009, 02:13 AM
Cortexian
Re: Yoyorast Island V2 last problems
Because, Yoyorast has stated time after time that he doesn't want to remodel ANYTHING.
September 27th, 2009, 04:06 AM
yoyorast
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by Freelancer
Because, Yoyorast has stated time after time that he doesn't want to remodel ANYTHING.
And that its already in lightmap process by fieryscythe.
+ remodeling means more chances to get invisible walls.
+ and there's an easy alternative to fix this with no remodeling..
September 27th, 2009, 05:28 AM
.Wolf™
Re: Yoyorast Island V2 last problems
Put a rock there, problem fixed.
September 27th, 2009, 06:18 AM
yoyorast
Re: Yoyorast Island V2 last problems
ye, a rock isn't a bad idea too..
September 27th, 2009, 07:06 AM
Pyong Kawaguchi
Re: Yoyorast Island V2 last problems
Crap, I found a problem when on the mongoose at the final jump (before the Y split) it flipped over :/
September 27th, 2009, 09:07 AM
yoyorast
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by Pyong Kawaguchi
Crap, I found a problem when on the mongoose at the final jump (before the Y split) it flipped over :/
wired, i dont remember this was happening with old version.. Why dont you try with even more weight at back..
September 27th, 2009, 09:53 AM
tythespy
Re: Yoyorast Island V2 last problems
we proably should of done the 16 man sever test to find the last of the invisble walls before fieryscythe fixed the lightmap.
OH SHIT, NOW I'M FALLING OFF OF A CLIFF AGAIN BECAUSE OF THE MOTHERFUCKING GHOST.
September 27th, 2009, 01:42 PM
Cortexian
Re: Yoyorast Island V2 last problems
The flag tunnels thing doesn't really matter, but the other shortcut needs a killbox. :)
Nice find!
September 27th, 2009, 02:38 PM
AAA
Re: Yoyorast Island V2 last problems
if you're looking to fix every problem with killing people automatically, that'll just make people not want to play the map. Fuck the killing people idea. That should NOT be an option!
September 27th, 2009, 02:39 PM
chrisk123999
Re: Yoyorast Island V2 last problems
I say a model fix would work better. There are a lot of things that should be fixed.
Cant see the vid cause im on my iphone today.. But seeing the pic, this is not a shortcut, this corridor leads from beach to credit room.. Its made for biped but u can always take ghost or atv if you feel like it..
Youll notice I made the corridors more stretch where it had to forbid the way to ghost and atv...
EDIT : I could see the vid, Very nice find again Chris, this time I guess a simple invisible wall will prevent this shortcut fine..
September 27th, 2009, 02:48 PM
chrisk123999
Re: Yoyorast Island V2 last problems
Actually, that picture has nothing to do with the video. That's just me in a ghost in the pathway to the flags.
September 28th, 2009, 09:06 AM
yoyorast
Re: Yoyorast Island V2 last problems
Firescythe removed the invisible walls yesterday and sent the stuff n
back to inferno.. ;) thanks so much man!
September 28th, 2009, 12:50 PM
Dwood
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by AAA
if you're looking to fix every problem with killing people automatically, that'll just make people not want to play the map. the killing people idea. That should NOT be an option!
Killboxes ain't kool. :|
September 28th, 2009, 04:49 PM
tythespy
Re: Yoyorast Island V2 last problems
Killboxes Ftw and invisible walls to tunnel's
September 28th, 2009, 05:22 PM
EX12693
Re: Yoyorast Island V2 last problems
^This
September 28th, 2009, 06:09 PM
chrisk123999
Re: Yoyorast Island V2 last problems
You realize adding invisible walls would require modifying the BSP right...
Unless you do it as scenery.
September 28th, 2009, 06:18 PM
yoyorast
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by chrisk123999
You realize adding invisible walls would require modifying the BSP right...
Unless you do it as scenery.
Sure sure, off course every wall inferno can add are scenery..
September 28th, 2009, 06:25 PM
chrisk123999
Re: Yoyorast Island V2 last problems
Personally I wouldn't mind a little longer for a release then having a map that got rushed at the end. These are what beta tests are for, finding shortcuts, glitches, etc and the adjusting the model to fix.
September 28th, 2009, 07:50 PM
Inferno
Re: Yoyorast Island V2 last problems
I scripted a trigger so if you try and do the shortcut where you drive the ghost up the mountain it forces you to exit the ghost and slide back down.
The other one will be fixed with a invis wall.
September 28th, 2009, 08:25 PM
TitanNoBitchingHost
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by Inferno
I scripted a trigger so if you try and do the shortcut where you drive the ghost up the mountain it forces you to exit the ghost and slide back down.
The other one will be fixed with a invis wall.
This makes more sense to me. A nice vehicle exit script. A scenery add of a rock can do wonders too, but this seems nice and simple.
September 28th, 2009, 08:51 PM
Sel
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by tythespy
Killboxes Ftw and invisible walls to tunnel's
Let's pretend you're not dumb for a second. You're still pumpin out dumb ideas.
Quote:
Originally Posted by EX12693
^This
No.
Quote:
Originally Posted by AAA
if you're looking to fix every problem with killing people automatically, that'll just make people not want to play the map. Fuck the killing people idea. That should NOT be an option!
This.
September 28th, 2009, 08:59 PM
StankBacon
Re: Yoyorast Island V2 last problems
shortcuts are what made the original yoyo great.
September 28th, 2009, 09:04 PM
Ganon
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by StankBacon
shortcuts are what made the original yoyo great.
Let's pretend you're not dumb for a second. You're still pumpin out dumb ideas.
September 28th, 2009, 09:08 PM
Sel
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by StankBacon
shortcuts are what made the original yoyo great.
and this
September 28th, 2009, 09:30 PM
Inferno
Re: Yoyorast Island V2 last problems
I think the massive ghost jump is a okay shortcut really. Missing it will get you killed and its not easy.
But the run up the mountain shortcut was bad. It was easy to do and skipped the entire map.
I don't like putting random killboxes either and I'm trying to avoid doing that.
September 28th, 2009, 09:31 PM
n00b1n8R
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by StankBacon
shortcuts are what made the original yoyo great.
As long as they're not breaking the way the map has to be played (eg, race shortcuts or making sections totally useless) then yes.
Shortcuts were great but that was beause they linked sections together that weren't normally joined (making knowing the map even more important) and it didn't make any sections redundant.
September 28th, 2009, 09:57 PM
chrisk123999
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by Inferno
I think the massive ghost jump is a okay shortcut really. Missing it will get you killed and its not easy.
But the run up the mountain shortcut was bad. It was easy to do and skipped the entire map.
I don't like putting random killboxes either and I'm trying to avoid doing that.
You don't know how many times it took me to do that. I was actually aiming for the turret area, but overshot it that time and landed in a better spot. But when you miss you land right next to the ramp back up. The mountain one is pretty easy to do once you get it right.
September 29th, 2009, 12:20 AM
EX12693
Re: Yoyorast Island V2 last problems
Hmm. I'm gonna go with inferno. I tried it and it took me 10 tries to hit anything but water. (I still slid off and died though)
I say keep the shortcut, but it's up to yoyo.
September 29th, 2009, 03:40 AM
yoyorast
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by EX12693
Hmm. I'm gonna go with inferno. I tried it and it took me 10 tries to hit anything but water. (I still slid off and died though)
I say keep the shortcut, but it's up to yoyo.
Frankly, a adding a little invisible wall is nothing big to do and can descourage anyone to spend time trying to pass this shortcut...
September 29th, 2009, 11:15 AM
Matooba
Re: Yoyorast Island V2 last problems
Simple yet effective. I hate cheatcuts
September 29th, 2009, 02:47 PM
tythespy
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by tythespy
Killboxes Ftw and invisible walls to tunnel's
.
September 29th, 2009, 06:27 PM
EX12693
Re: Yoyorast Island V2 last problems
Oh look, we're using killboxes and invisible walls. :neckbeard:
Anyway I'd discourage adding an invis-wall to stop the ghost jump shortcut. Might block sniper tower and any other battles there. :ehhh:
September 29th, 2009, 06:35 PM
chrisk123999
Re: Yoyorast Island V2 last problems
You can shoot though invisible walls but players and vehicles will collide with them. Unless he is doing them differently.
September 29th, 2009, 06:40 PM
EX12693
Re: Yoyorast Island V2 last problems
Really? I've had plenty of invis-walls block rockets/sniper shots/etc. Can they be made to block either or both?
September 29th, 2009, 07:09 PM
chrisk123999
Re: Yoyorast Island V2 last problems
Those are phantom BSP witch is different. Normal player clipping should let shots go though. Unless your talking about a skybox.
September 29th, 2009, 07:10 PM
Inferno
Re: Yoyorast Island V2 last problems
BSP invis walls can be shot through but scenery invis walls cannot be shot through.
September 29th, 2009, 07:15 PM
AAA
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by yoyorast
Sure sure, off course every wall inferno can add are scenery..
.... DUDE. :gonk:
September 29th, 2009, 07:19 PM
chrisk123999
Re: Yoyorast Island V2 last problems
Just fix the model. It needs it.
September 29th, 2009, 07:48 PM
yoyorast
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by chrisk123999
Just fix the model. It needs it.
Chris, we had one chance to remove invisible walls and make new lightmap, we took that chance with fieryscythe being able to give some time for this.. Now it better work without any remodel, cause there wont be any new lightmap anyway.. and you can't imagine the amount of times I already remodeled to fix shortcuts these past 3 years... you would not believe it... Now there are other ways to fix these shortcuts with killbox, scenery walls etc.. we use them.. it really doesn't "need" to be remodeled. Anyway thanks agaon for your great shortcut findings. it's all fixed now.
Tomorow is the big one guys, be ready for the big beta (hopefully the last one :neckbeard:)
September 30th, 2009, 12:09 AM
EX12693
Re: Yoyorast Island V2 last problems
I will be... so if I find a shoutcut that skips a huge part dont get mad at me.
September 30th, 2009, 02:19 AM
Pyong Kawaguchi
Re: Yoyorast Island V2 last problems
I fixed the mongoose physics (again) I found another problem and promptly fixed it.
September 30th, 2009, 07:44 AM
.Wolf™
Re: Yoyorast Island V2 last problems
I can be there,but depends if FPS problems is fixed and if i got time........
September 30th, 2009, 11:59 AM
Lateksi
Re: Yoyorast Island V2 last problems
I'm in too, if you let me :)
September 30th, 2009, 01:52 PM
sevlag
Re: Yoyorast Island V2 last problems
hopefully i can be there for it if its not gonna be done at like 7 pm EST :\
September 30th, 2009, 03:15 PM
Inferno
Re: Yoyorast Island V2 last problems
Alright I'm going to make the changes to the map right now.
September 30th, 2009, 03:57 PM
TitanNoBitchingHost
Re: Yoyorast Island V2 last problems
I'm not even part of the Beta(s), but I am still waiting anxiously. :woop:
Godspeed! \s * 2
September 30th, 2009, 04:49 PM
Cortexian
Re: Yoyorast Island V2 last problems
PM me if you want to beta and haven't participated in a beta before. We're having one today and we need to try and fill up the server for awhile! I'll judge if you're trustworthy and then refer you to Yoyo if I think you're able to test.
If you have participated in a beta before, talk to Yoyo on AIM to get the latest build.
September 30th, 2009, 04:50 PM
sdavis117
Re: Yoyorast Island V2 last problems
Wait for me guys, installing CE now.
September 30th, 2009, 04:54 PM
tythespy
Re: Yoyorast Island V2 last problems
is it freelancers sever or bunghole?
-e freelancers, up
September 30th, 2009, 04:58 PM
Higuy
Re: Yoyorast Island V2 last problems
I'm unable to join the game... :|
This happened last time too.
September 30th, 2009, 04:58 PM
Cortexian
Re: Yoyorast Island V2 last problems
Server is up NOW.
Quote:
Originally Posted by higuy
I'm unable to join the game... :|
This happened last time too.
Do you have the right version of the map? That will happen if you've got an older version.
September 30th, 2009, 05:01 PM
Higuy
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by Freelancer
Server is up NOW.
Do you have the right version of the map? That will happen if you've got an older version.
No, I just extracted the one Yoyorast gave me..
September 30th, 2009, 05:36 PM
sdavis117
Re: Yoyorast Island V2 last problems
OH MY GOD WHAT DID YOU DO TO MY FRAMERATE!?!? ITS BEEN KILLED WITH A BLUNT OBJECT!!!
Seriously though, something on the current build is just destroying my framerate. I could run past builds at ~150fps on high settings, yet I'm getting a tenth of that with everything on low.