Frictional Games Forum (read-only)

Full Version: Ever wondered what 84 grunts looked like?
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2
http://www.youtube.com/watch?v=3aZiTVkAwL8

Hehehehehehe... I was walking around, and thought "hey... it'd be a shame to come to this nice place and not break something," so I did... BIG mistake.
Cool video Big Grin It seemed to lag quite a bit though.

Funny that I had planned to do something almost exactly like that but in addition with the Rob Zombie's halloween theme that would start playing when the grunts appeared.
Lol, i actually was about to do something like this on my custom story xD
That was scarier than I expected a simple gruntspam map to be, well done.
That's slutters a lot.
Why 84? After that game crashes or something like that?
It clearly can be seen that game is lagging. Though it's very good video Smile
Haha! Loved it. Rather creepy video. I'm surprised Daniel didn't lose his sanity even more quickly. Good experiment though.
Actually, no. I've never wondered. Smile
^^^^^

that
(02-05-2011, 12:17 PM)Tanshaydar Wrote: [ -> ]Why 84? After that game crashes or something like that?
It clearly can be seen that game is lagging. Though it's very good video Smile

The game is lagging REALLY badly, but I suspect it is due to the pathfinding, not the graphics.

I just put down 84... just kind of arbitrary. behind each of those doors is just a long dead-end hallway that's filled with inactive grunts. When those hallways were full, I had 84 grunts.

For a serious mod, I'd recommend no more than 10 at one time. Maybe even fewer than this because as I've said above, I think the lag was mainly caused by the pathfinding having to run through 84 grunts, not just the graphics. For a serious mod, it may have to sift through even more path nodes than the few in this short video, so maybe even 10 would be pushing it for a serious effort in what I assume would be a much larger level.
Pages: 1 2