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Thread: HaloCE - OpenSauce - V3.1 Released

  1. #51

    Re: HaloCE - OpenSauce - V3 Released

    Quote Originally Posted by Pooky View Post
    Yeah, I tried to read it, but I was not able to find anything that seemed to help. I was about to head to bed when I searched, so I didn't really take the time to go through all of the wiki thoroughly, thanks any way.

    On a side, how come that a command called MOTION BLUR is related to the amount of bloom?
    FTFY

    Wow, the world is in a much better place if you put it like this.
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  2. #52

    Re: HaloCE - OpenSauce - V3 Released

    :|
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  3. #53
    Senior Member FireScythe's Avatar
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    Re: HaloCE - OpenSauce - V3 Released

    Quote Originally Posted by Pooky View Post
    Yeah, I did read that, and I didn't find anything that helped. I wasn't going to spend half an hour close to bed time searching through poorly presented documents for one fucking command, thanks.

    On that note, how the fuck would anyone know that a command called MOTION BLUR has anything to do with bloom?
    What Korn was pointing out in a round-about way is that motion blur and FXAA are the most expensive effects built in to OS so turning those off in the user settings xml will result in higher fps.

    If you have comments and suggestions to make about OS's documentation feel free to add a comment to the wiki pages on how we can improve it.

    Quote Originally Posted by Pyong Kawaguchi;
    Decided to try to use the internal postprocessing with the default my_tint.fx shader, however, it didn't work at all ingame, there is no tint whatsoever, why? is it an ATI issue?
    If you followed the guide step be step then it should just work. If you have and it doesn't, throw a thread up on Halomods or something explaining exactly what you did and we'll see if you/i've missed something .
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  4. #54
    It Isn't Easy Being Green DarkHalo003's Avatar
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    Re: HaloCE - OpenSauce - V3 Released

    Maybe i should phrase my question in a better manifestation: what kinds of scripts/code would have to be written to allow improvements to the AI? I know ChokingVictim developed on some relevant works regarding Flood Infection (though I believe he mentioned it had little to do with the actual AI). Or even further, would OS even support much more functionality and improvements to AI?
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  5. #55

    Re: HaloCE - OpenSauce - V3 Released

    Quote Originally Posted by seanaero View Post
    FTFY

    Wow, the world is in a much better place if you put it like this.
    Sorry but that's the kind of reaction you get when asking for help results in some smartassed, faggoty reply.
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  6. #56

    Re: HaloCE - OpenSauce - V3 Released

    Quote Originally Posted by Pooky View Post
    Sorry but that's the kind of reaction you get when asking for help results in some smartassed, faggoty reply.


    ( Not saying I approve smartasssed replies or anything. However most topics tend to go to waste because people lose their temper fast.)

    As for the Sauce, everything on max/highest res is possible as long as you play the maps with the amount of people it was designed for.
    Small custom map, 12+ player Koth with nades is a bad idea if you like to have your FPS a bit high.
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  7. #57
    Amit's Avatar
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    Re: HaloCE - OpenSauce - V3 Released

    I didn't realize how demanding the new OS stuff was until I ran it on my laptop and got slapped in the face with a 50FPS framerate reduction. Oh well, I only play on my desktop now, anyways.
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  8. #58

    Re: HaloCE - OpenSauce - V3 Released

    Yeah I get some weird FPS jitters and lags when doing certain things with OS and triple-monitors. Especially when I'm zoomed in for some reason.
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  9. #59
    Member Spartan314's Avatar
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    Re: HaloCE - OpenSauce - V3 Released

    I get it when actually playing campaign.
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  10. #60
    Amit's Avatar
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    Re: HaloCE - OpenSauce - V3 Released

    I'm not talking about jitters and weird shit that shouldn't be happening. I'm talking about the toll it takes on your system. My desktop plays it completely smooth with no jitter or weird stuff.
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