nwvault.ign.com/View.php
Has anyone tried this in a non single player module? I have read somewhere it could be rather laggy, but im still intrested. Specifically im intrested in the function that allows you to bind the camera to a location.
Gestalt cutscene camera performance
Débuté par
Xardex
, juin 28 2011 09:46
#1
Posté 28 juin 2011 - 09:46
#2
Posté 30 juin 2011 - 10:17
http://pastebin.com/JrEqyHi0
Am I just being dumb or is this script absolutely horrible when it comes to performance? 30 loops PER SECOND? What the hell was gestalt thinking? (Granted, there propably isn't any other way to do this..)
Anyhow it doesn't seem like fixed cameras will ever work in multiplayer..
Am I just being dumb or is this script absolutely horrible when it comes to performance? 30 loops PER SECOND? What the hell was gestalt thinking? (Granted, there propably isn't any other way to do this..)
Anyhow it doesn't seem like fixed cameras will ever work in multiplayer..
Modifié par Xardex, 30 juin 2011 - 10:19 .
#3
Posté 30 juin 2011 - 04:27
They will likely work just fine in small scale multiplayer, but probably will be hard on a PW's performance. I have never considered using Gestalt's camera tools in a PW before so have been watching this thread to see if anyone pops in to comment about their experience. I think it worth noting that no one has stopped by.
Running a script 30 times per second is probably not an issue for single player. Especially not in a cutscene in which you have controlled the player's environment, and thus the rest of the mod is more or less dormant.
Running a script 30 times per second is probably not an issue for single player. Especially not in a cutscene in which you have controlled the player's environment, and thus the rest of the mod is more or less dormant.





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