Posted: Mon Jan 02, 2006 10:50 pm
				
				I didn't really think of it untill he mentioned it...but yea he's got a point
			
Relying on this kind of thing (vertex/ambientonly) for good performance is a Nasty Habit -tm-. This shouldn't be an excuse for poor mapping practice (i.e lousy lighting and sometimes lousy vising, which seems less obvious when you're using an ambientonly hack of some sorts) : you'd just be avoiding the issue totally - and anally-screwing people who don't want to use those optionsjester! wrote:It should also be noted that with Q4max bringing vertex lighting as they call it into the game that map makers shouldnt worry overly much about the optimization of lights for lower end systems. If the lightdetaillevel scale is used then the user has that option but really vertex light is awesome for smoothing gameplay.
q4max. :icon25:

 How morbid are we, really? haha.
 How morbid are we, really? haha.Exactly. pjw is probably catering for the poor mortals that rely on dying of natural causes. :P Btw maps like dm17 wouldn't have the nice "falling deep down and shooting a rocket/rail up and still kill an opponent" frags when the death trigger wasn't that far below.Lenard wrote:I always bind a kill key. It is important in fast games when you are falling off ledges.
 Those kind of frags are unlikely in this map though i guess.
 Those kind of frags are unlikely in this map though i guess.