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View Full Version : Medal of Honor: Pacific Assault Demo #2! Try it out and post your opinion.


ishak540m
12-21-04, 05:17 PM
Medal of Honor: Pacific Assault Demo #2! The Corregidor level is SWEET! Try it out and post your opinion.

Download (http://www.eagames.com/official/moh/pacassault/us/downloads.jsp)

GamerGuyX
12-21-04, 05:28 PM
Damn I thought it was a new single player map... :(

EDIT: Never mind! This map is exclusive and isn't even in the retail version!

GamerGuyX
12-21-04, 05:29 PM
Double post! Sorry!

SH64
12-21-04, 05:35 PM
Cool if its a new map then i may need to download it .
been replaying the retail MOH : PA for the second time btw .

LiquidX
12-21-04, 05:50 PM
Great, thanks. Downing now. (mikec)

GlowStick
12-21-04, 05:50 PM
High Speed Link

http://www.fileshack.com/file.x?fid=6017

anzak
12-21-04, 06:14 PM
Pulled from gamershell:
In addition, there have been some performance enhancements to smooth out the gameplay experience.

Sounds good to me. Hopfully it will run better than the single player demo. Downloading now.

BioHazZarD
12-21-04, 06:15 PM
OMG this game blows bigtime.. Can you find a more scripted game today ? i dont think so just enemy spawns out of nowhere and you just shoot shoot shoot braindead action nothing fun the levels feels like you have no freedom the AI is just the lowest of its stupidity.

And not to mention how much this game lagged for me... running at medium and it was more then doom3,hl2 and farcry together ever lagged for me. Stupid EA its not in the games anymore...

LiquidX
12-21-04, 08:28 PM
OMG this game blows bigtime.. Can you find a more scripted game today ? i dont think so just enemy spawns out of nowhere and you just shoot shoot shoot braindead action nothing fun the levels feels like you have no freedom the AI is just the lowest of its stupidity.

And not to mention how much this game lagged for me... running at medium and it was more then doom3,hl2 and farcry together ever lagged for me. Stupid EA its not in the games anymore...

There is no scripted events in it unless I missed something. Its a multiplayer demo which I should have checked to see before hand because I didnt really care for the MP but single player was awesome in the retail game. Also anyone else thinking of downing this beware that there not many servers and none dedictated so you may lagg.

Spliffstarr
12-21-04, 10:38 PM
i have the full game and it is just plain boring. I couldn't play past the pearl harbour mission before deciding not to play anymore....

ishak540m
12-22-04, 01:31 AM
i have the full game and it is just plain boring. I couldn't play past the pearl harbour mission before deciding not to play anymore....


Like he stated above. This is a multiplayer demo.

msxyz
12-22-04, 04:13 AM
Did they improve performance and/or reduce memory occupation?

ishak540m
12-22-04, 04:41 AM
Did they improve performance and/or reduce memory occupation?

DEMO CONTENTS
================================================== ================

1. Access to 1 new multiplayer map (Corregidor)

2 Mouse and Input Lag

2. Dedicated Server CPU Utilization

3. 999 Ping Bug

4. Spawn Code Server Hitching

5. Full Screen Anti-Aliasing support

================================================== ================
Full Screen Anti-Aliasing (FSAA)
================================================== ================

This demo allows you to turn on full-screen anti-aliasing. To turn it on you must modify the value of the following variable:

r_multisample_quality 0 - No multi-sampling
1 - 1 x multi-sampling
2 - 2 x multi-sampling
...
16 - 16 x mutli-sampling

The software will automatically degrade the value of r_multisample_quality to the highest possible value that your hardware is capable of. In order to see the results of this change you will need to exit the game and return. Once set, the value of this variable will be preserved.

================================================== ================
Addressing Mouse Lag
================================================== ================

This demo improves the responsiveness of the renderer and greatly reduces
the time lag between user input (mouse movements, button clicks)
and the corresponding visual updates on-screen, and should result
in a much more responsive feel to the game as a whole. In
multiplayer games, the responsiveness is improved for all model
detail settings, but for performance reasons it only affects "medium"
and "high" model detail in single player games.

================================================== ================
Dedicated Server CPU Utilization
================================================== ================

win_dedicated_sleep

This cvar has a default value of 1, and will be saved to server.cfg
whenever it is changed. The cvar specifies the number of milliseconds
that a dedicated server will completely relinquish control to the operating system each frame. Increasing the value of the cvar effectively reduces the CPU utilization of a MOH:PA dedicated server process.
Increase this cvar if you are running multiple instances of dedicated servers
or other necessary processes on your CPU. Set this cvar to 0 if you want an
instance of the MOH:PA dedicated server to use the CPU whenever it is available
(100% utilization). A value of 0 can result in a slight performance increase,
especially on low spec machines with several connected users. Increasing this cvar can result in a performance decrease. You may change this cvar at runtime or at the command line; we recommend a range of 0 to 10 (integer only).

================================================== =================
Network Performance Tips
================================================== =================

If you are getting poor latency in a game, make sure your Connection Type is properly set. Leaving it at the default ISDN setting will cause lag and other performance issues.
Set your connection type to LAN, or DSL, either when you are prompted to enter your Call Sign and Connection Type the first time you click on the Multiplayer Menu, or from the Player Setup screen, accessible by clicking the button on the top right of any of the Multiplayer Menus.

================================================== =================
Optimization and Battle Ambience
================================================== =================

If clients are having latency issues on your server, you can turn some of
the ambient effects off from the console or from the DSLauncher:

• From the server console, type dm_effectscontroller 0 and this
will turn the effects off next time the server restarts.
• From the DSLauncher, go to the “Advanced 2” tab, set your
Bandwidth optimization to “Network Speed”.
• If you’re starting servers from some kind of batch file/command line,
just add +set dm_effectscontroller 0 to the shortcut.

================================================== ================
Multiplayer - Spawning Performance Related Cvars
================================================== ================

dm_playerspawn_method

For smaller games the server will perform spawn placement heuristics to best
determine where to place someone. The default behavior (when dm_playerspawn_method is left blank) is to use the "notfacing" spawn placement. Here is a list of all the possible values for dm_playerspawn_method:

• "random" - players will spawn in a random location. This is the least computationally expensive (fastest) method.
• "farthest" - players will spawn in the farthest location from the enemy. This method is not recommended on large maps.
• "team" - players will spawn far from the enemy, but close to an ally.

• "notvisible" - players will be placed close to enemies, but not invisible line of sight of the enemy. This is the most computationally expensive (slowest) method, and might cause performance problems with large numbers of players on slower servers.

• “notfacing” – players will be placed close to enemies, but only when the enemies aren’t currently facing where the player will spawn. This has the potential to be computationally expensive (but not as slow as “notvisible”). For this reason, by default we do not use this method once dm_playerspawn_threshhold players are on the map. This is currently the default spawn heuristic for FFA, TDM and Invader modes.

• "bufferedclose" – Players will always spawn at least 65 feet away from an enemy, but otherwise as close to an enemy as possible.

• "closest" - players will spawn in the closest spot to an enemy. This is a fine method to choose if you just want high levels of mindless carnage.

• "group" - players will spawn in the closest spot to an ally.

• "" - (default) - use whatever method is recommended for each game type. Currently we have this set as "notvisible" for FFA, TDM and Invader. But this might be fine tuned at a later date.

Admins with faster machines might enjoy raising the dm_playerspawn_threshhold to a value higher than 16. Ideally this could be set to 32, but admins of slower machines should monitor high player-count games and check to see if the server is pausing right when large numbers of players are respawning (If this is the case, then those server owners should reduce the dm_playerspawn_threshhold back down to 16).

dm_playerspawn_threshhold

This variable governs when the engine should cut over from using a computationally expensive spawn heuristic to more standard spawn heuristics. The default value is 16. If the admin sets this to 1, then the secondary spawn heuristic will always be used when there are multiple players in the game. NOTE: Some slower servers might want to consider setting this value lower than the default if the players notice a burst of server-lag each time players respawn.

dm_playerspawn_method_alt

If there are more players in the game than dm_playerspawn_threshhold, the MOHPA engine will switch from using the spawn heuristic detailed in dm_playerspawn_method and instead use the one detailed in dm_playerspawn_method_alt. The default value for dm_playerspawn_method_alt is "random" (which is the fastest spawn heuristic).

dm_playerspawn_poisontime

This cvar is provided for admins that wish to ensure that no two players spawn in the same immediate area at the same time. By default this variable is turned off (set to the value zero), but if a positive value is given, this is the number of seconds that a spawn point (and all the neighboring spawn points) will be shut down after it has spawned a player at that spawn point.

g_respawn_time

This indicates how many seconds will elapse between spawn waves. When a player dies, they must wait for the next respawn interval to pass before they are allowed to respawn. The default value is 10 (so that there are ten second periods where dead players are waiting to spawn, and then they will all respawn at once). Higher values will allow for a playstyle that resembles waves of reinforcements in team games (TDM & Invader). A value of 0 will allow players to spawn immediately after they die.

NOTE: In FFA games, if the players notice that there is a burst of server-lag when the spawn waves happens, the admin should lower this value (or even set this to zero); as the engine might be spending an inordinate amount of time computing where to best place large numbers of the respawning players at the same instant.

DEaD_IRiS
12-22-04, 07:53 PM
The biggest problem I have with this game is that the weapon controls feel "clunky". I did install the patch for the mouse lag issue but it's more of the "aiming down the sights" just doesn't feel very sharp. Maybe I've been playing COD too long but It just feels too different even from the original MOH games.

Beng
12-22-04, 11:30 PM
Ok, have tried the new MP demo and I think it runs great! Just had a very enjoyable hour. The game looks also better now because FSAA works at last.

ishak540m
12-31-04, 12:44 AM
Ok, have tried the new MP demo and I think it runs great! Just had a very enjoyable hour. The game looks also better now because FSAA works at last.

Yeah. I'm very glad they finally implimented FSAA. I just want everyone to actually realize that the Multiplayer is really fun and there is a lot more strategy involved than what may appear on the surface.

cam9786
01-02-05, 04:46 PM
Is there any way to enable FSAA in the retail game?

rudedog
01-02-05, 05:36 PM
Not yet, Next patch should have this feature.

ishak540m
01-03-05, 07:46 PM
Is there any way to enable FSAA in the retail game?

Yeah, there will probably be a patch released shortly. It's probably ready to go but people were most likely out for the holidays.

Beng
01-03-05, 09:56 PM
Yeah, there will probably be a patch released shortly. It's probably ready to go but people were most likely out for the holidays.

It's becoming irritating that i still can't enable FSAA in my 50$ retailgame. :mad:

Actually, i haven't touched the retail since demo2 is out. No FSAA is a no-go. :)

ishak540m
01-06-05, 03:38 PM
It's becoming irritating that i still can't enable FSAA in my 50$ retailgame. :mad:

Actually, i haven't touched the retail since demo2 is out. No FSAA is a no-go. :)


I'm sure they'll release Patch 2 very soon. Yeah, the second demo is awesome! I can't wait for the retail version to be updated. What do you guys think of Corregidor?

Parts
01-06-05, 04:12 PM
I hate this game lol.

Downloaded Demo 2 and I really cant stand too much of it.. play for 3 minutes at most each time.. bleh, it just seems stupid to me.