20 Jul 13, 10:35AM
Cleaner, you're right. I just remembered this config command when I went to bed and the computer was switched off already. Though, is the config file checked by the server? I'm afraid anyone could just remove that command and we'd back from where we started. Even worse, since this stuff is client side, unaware people wouldn't know and suffer from an extra disadvantage...
However, lucas already pointed out why this isn't a good idea at all. The odd thing about this is, you could argue against full-poly modelling (when not neccessarily required for same visual results) just the same. It does put quite an extra load of work on the GPU, too! That's why I was sort of baffled about this pardigm change, namely full-poly-instead-of-masked-single-face, in first place.
Well, summing it all up I guess my point is, whether we wan't to prevent those few crap-mapping folks from silly model abuse at the expense of everyone's performance? How far do we want to push this? Where to draw the line?
See, those mapping restrictions have all been about keeping maps cope-able for the engine. Now, this approach is pretty much going the opposite direction regarding performance. Sorry if I may be making a big deal out of nothing, but I'm seriously confused and to me it looks like you're way too much caring about those un-regular ongoings instead of the real game, in this case.
However, lucas already pointed out why this isn't a good idea at all. The odd thing about this is, you could argue against full-poly modelling (when not neccessarily required for same visual results) just the same. It does put quite an extra load of work on the GPU, too! That's why I was sort of baffled about this pardigm change, namely full-poly-instead-of-masked-single-face, in first place.
Well, summing it all up I guess my point is, whether we wan't to prevent those few crap-mapping folks from silly model abuse at the expense of everyone's performance? How far do we want to push this? Where to draw the line?
See, those mapping restrictions have all been about keeping maps cope-able for the engine. Now, this approach is pretty much going the opposite direction regarding performance. Sorry if I may be making a big deal out of nothing, but I'm seriously confused and to me it looks like you're way too much caring about those un-regular ongoings instead of the real game, in this case.