Tying groundscars into the particle system.

Tying groundscars into the particle system.

Requests for features in the spring code.

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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Tying groundscars into the particle system.

Post by Snipawolf »

Last time I heard, groundscars were laggy. At least, I KNOW that they are for me, when I get large pile, the fps just steadily drops while staring at them pile up in a stalemate.

I would prefer if they were changed to the FX system, or disabled unless we enabled them through something.
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

+1. They're currently a legacy,, and IIRC, the groundscars from weapons are treated the same way as for vehicle tracks, 'cept for timing on how long they fade. I've looked at that code at least once, and it's pretty lengthy for what should be fairly straightforward. I've "removed" standard groundscars from PURE, but I'm not very happy with that solution.

I've tried using CEG-generated "tracks", but it won't work, because the CEG that can generate that behavior will not accept a dir value and rotate the decal (in fact, you cannot rotate the decal at all, even randomly...).
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Peet
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Joined: 27 Feb 2006, 22:04

Post by Peet »

And before anyone mentions it as a currently viable alternative, the lua drawgroundquad() function causes similar lag.
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