Z
z3r0
ex membre
voila le 3 eme patch vient deja de sortir
ils en faudra encore plusieurs a mon avis vu tous les prob que le jeu a.http://www.p3int.com/downloads_NWO.asp
Voila je viens de l'installer moi même et le jeu rox vraiment maintenant même si il est plutot dificille un peu trop même.
Problems solved V1.3:
- Massive texture and geometry compression added, loss
less. 35-45% (depending on map) off in memory usage
squeezes NWO into 256 megs of ram, even with the
largest maps, without needing to use virtual memory.
- 10-25% (depending on hardware) world rendering
speedup.
- 25% player models rendering speedup.
- 50-60% Single player/coop fps increase.
- Code added that disengages not seen (DVA test) players
from the rendering / animation pipelines completely - to
further increase performance.
- Added server packet-routing auto-adapt code, that will
give a client that is maxing out his connection an evenly
distributed stream of packets from other clients.
Eliminates high network-speed clients taking up too much
of the available bandwidth to low-bandwidth clients,
which could cause lag.
- Improved server packet decide-to-route code to
eliminate transmission of un-needed packets.
- Improved client-to-server network transmission further.
Added auto-adapt code that down-throttles more
efficiently.
- Improved client-prediction code to be able to handle
out-of-order packets properly and to handle predictions
further ahead of time using a larger memory of previous
movements.
- Added lag-compensation layer that shifts time back a
little during lag conditions to get access to more
actual / real data of position and velocity.
- Fixed plant-the-bomb bug where you would keep a copy
of the bomb, after planting the bomb, if you had equipped
grenades.
- Fixed bug where non-planting team could pick up bomb,
plant it, disarm it and win the round.
- Fixed round restart bug where too much of the message
queues would be flushed. Could cause instability.
- Fixed spectator bug that could cause crash.
ils en faudra encore plusieurs a mon avis vu tous les prob que le jeu a.http://www.p3int.com/downloads_NWO.asp
Voila je viens de l'installer moi même et le jeu rox vraiment maintenant même si il est plutot dificille un peu trop même.
Problems solved V1.3:
- Massive texture and geometry compression added, loss
less. 35-45% (depending on map) off in memory usage
squeezes NWO into 256 megs of ram, even with the
largest maps, without needing to use virtual memory.
- 10-25% (depending on hardware) world rendering
speedup.
- 25% player models rendering speedup.
- 50-60% Single player/coop fps increase.
- Code added that disengages not seen (DVA test) players
from the rendering / animation pipelines completely - to
further increase performance.
- Added server packet-routing auto-adapt code, that will
give a client that is maxing out his connection an evenly
distributed stream of packets from other clients.
Eliminates high network-speed clients taking up too much
of the available bandwidth to low-bandwidth clients,
which could cause lag.
- Improved server packet decide-to-route code to
eliminate transmission of un-needed packets.
- Improved client-to-server network transmission further.
Added auto-adapt code that down-throttles more
efficiently.
- Improved client-prediction code to be able to handle
out-of-order packets properly and to handle predictions
further ahead of time using a larger memory of previous
movements.
- Added lag-compensation layer that shifts time back a
little during lag conditions to get access to more
actual / real data of position and velocity.
- Fixed plant-the-bomb bug where you would keep a copy
of the bomb, after planting the bomb, if you had equipped
grenades.
- Fixed bug where non-planting team could pick up bomb,
plant it, disarm it and win the round.
- Fixed round restart bug where too much of the message
queues would be flushed. Could cause instability.
- Fixed spectator bug that could cause crash.