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Forum: All Forums : Soldier of Fortune
Category: SoFII General
General game questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: JKII, and Wolfenstein work perfect for me..
Soulstoner~rb
General Member
Since: Dec 23, 2006
Posts: 31
Last: Dec 23, 2006
[view latest posts]
Level 2
Category: SoFII General
Posted: Friday, Jun. 21, 2002 06:19 pm
My question is... if Raven has made JKII :s21: , and the Wolfenstein engine uses the same one that SOFII does, then can we just assume that it is DEFINATELY a problem with the game, and that it is having some conflicting hardware problems or something?

Maybe they should do some stuff to SOFII, that made JKII :s21:  work... hehe, kinda stupid i know, but I guess its worth a try to suggest it...

Specs are as follows:
AMD AthlonXP 1600
256MB DDR Ram
LITEON DVD-ROM LTD 163 SCSI
Geforce 3 Ti 200 DDR 64MB
ST340016 40GB 7200 RPM HDD
SOYO SY-K7ADA Motheboard V1.0 (4x AGP Compatible I THINK)

I know your trying Raven, and I just hope you can fix this up for all of us...
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Hellcat~rb
General Member
Since: Dec 23, 2006
Posts: 89
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII General
Posted: Friday, Jun. 21, 2002 06:44 pm
Raven can explain it better than I, but there's alot more going on with the AI/damage model in SOFII than in games like MOHAA and RTCW. Just look at the damage model in SOFII. 36 AI Damage zones. Compare that to MOHAA's simplistic 4 Damage zones (head,chest,arms,legs). All this stuff consumes CPU cycles.

In SOFII, you can shoot the weapon out of an enemies hand, and watch as they run for cover, pick up another weapon from a dead buddy lying on the ground, and return fire again. MOHAA or RTCW can't do that. Again, this requires more processing power than other Q3 games, and that's why your fps is lower than those games. Why some are getting 10fps, I don't know.
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BoonieRat~rb
General Member
Since: Dec 23, 2006
Posts: 285
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII General
Posted: Saturday, Jun. 22, 2002 09:32 am
I could dig that if it only happened when there was action!, but even when theres no 'baddies' around it sucks for frames.

i get excellnt FPS in RtCW & MoHAA as well. also i can run them overclocked. SoF2 crashes my rig if i do this...
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Horizontal Dave~rb
General Member
Since: Dec 23, 2006
Posts: 18
Last: Dec 23, 2006
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Level 1
Category: SoFII General
Posted: Sunday, Jun. 23, 2002 02:28 am
I have to agree, that SOF2 is NOT JK2.

yes it uses the same basic game engine but it takes it much futher...

yes each AI has more upon each zone but that does not explain the problem with frame rate even once all of the oppsition has been terminated.

I wouldn't expect to be struggling for framre rate once the oppsition has been taken out.

I'm still getting 14fps looking at a gate in the harbour (look toward the boat) (high level looks)

I can only think that the engine has been modded so that the boxes can get me.

snarf, there coming, don't you see them?
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DYNAGOD~rb
General Member
Since: Dec 23, 2006
Posts: 206
Last: Dec 23, 2006
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Level 4
Category: SoFII General
Posted: Sunday, Jun. 23, 2002 05:57 am
NOTE: Single Player Soldier of Fortune II: Double Helix is a resource-intensive application. It is not going to run as fast as Soldier of Fortune II multiplayer, Jedi Outcast or Star Trek: Voyager - Elite Force. The model detail, texture detail and general world detail is unprecedented compared to other Quake III: Team Arena engine
games. Though fully scalable, Soldier 2 was designed with cutting edge hardware and future hardware in mind. Some detail settings are unplayable on current systems.

Multiplayer is faster than Single Player because it doesn't have the AI code, ICARUS 2, glass manager and a number of other SP systems and it also has a limited player model set. Certain graphical options were limited in MP for the sake of performance and networking, which is why there are speed differences between the two games.
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BoonieRat~rb
General Member
Since: Dec 23, 2006
Posts: 285
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII General
Posted: Sunday, Jun. 23, 2002 11:00 am
Quote:
The model detail, texture detail and general world detail is unprecedented compared to other Quake III: Team Arena engine

But it is'nt!. the models~yes,but the textures are awful. sorry i love this game,but I have never seen worse textures for colour banding. i really dont understand what is taxing the GPU!. i think theres something wrong somewhere...if it lagged only when there were lots of models/AI i could understand.
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Hammer~rb
General Member
Since: Dec 23, 2006
Posts: 328
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII General
Posted: Sunday, Jun. 23, 2002 11:33 am
BoonieRat -

Colour banding is more frequently related to issues with texture compression and its implementation on your hardware than "the game".  You don't have any of those "force 16-bit texture" options ticked in your drivers, do you?
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GreyWing~rb
General Member
Since: Dec 23, 2006
Posts: 35
Last: Dec 23, 2006
[view latest posts]
Level 2
Category: SoFII General
Posted: Sunday, Jun. 23, 2002 12:03 pm
Ugly textures and banding are present regardless of texture compression. I use NVMax and GTU to keep my card optimized and to make sure everything is set to 32-bit. My hardware is fine (I would assume BoonieRat's is as well), "the game" is the problem here.

The texture detail in this game isn't exactly "unprecedented" either, JK2 had hi-res 1024x1024 textures as well. In fact most of the big weapon textures in SOF2 are either 1024x512 or 1024x256 and tend to look less detailed than the weapons in JK2. Also, even though the textures are big doesn't necessarily mean they are detailed. I've checked some of the big rug and floor textures and a lot of them are blurry as h3ll(kinda defeats the purpose of hi-res).
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Pagan~rb
General Member
Since: Dec 23, 2006
Posts: 167
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: SoFII General
Posted: Sunday, Jun. 23, 2002 08:21 pm
JK2 max settings in Sof2

r_picmip 1 - Texture detail high
r_lodbias 1 - Model detail medium
r_ext_multisample 0 - FSAA off
r_ext_anisotropic_level 2 - Anisotropic filtering almost off
r_flares x - not sure

Same with Sof2 MP with the exception of r_lodbias
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