Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta














I don’t understand why you’re saying there’s a viscluster running through the whole map, because that’s factually incorrect. On the V1 map, yes, there was one — but that was because I didn’t know the engine well enough at the time and I made mistakes like that. However, this version doesn’t repeat the same mistake. There is no viscluster at all in this version. I invite you to add me on Discord or Steam so I can send you screenshots of the VMF to prove it to you.
That is a terrible idea. Viscluster the whole map may make compile time faster (ofc), but the map will run like ♥♥♥♥. Because you're not allowing the compiler to do vis optimization. Basically you put the whole map into a single vis. Ex: stuff will render across the map because the engine think its in the same vis. This map will run like ♥♥♥♥ on a multiplayer server.