Author: {wf}shadowspawn <[email protected]>     Reply to Message
Date: 8/5/2002 2:05:27 PM
Subject: RE: Final Build Switches

Once there was a great disturbance in the force.

when this new compiler first came out, there was an outcry from experienced designers about it, something else to relearn, f this i'm not using it, it goes to fast to be good, it must have something wrong with it.

then they tried -fast furing light and were hooked on it worse then a drug addict, lured over to what looked like the good side.

then came the slow addiction of trying out new combinations of shader parms, of switches, of groupings. it just was too quick to compile -not- to do this, after all, why not?

the compile times slowly started sucking their life away, and they were once back again at q3map1 speeds and chewing up memory, but the draining of the energy by the dark side wasn't completely black for after each final compile there was a small jewel to behold. but thats where the evil truely lurked, for when perfection is within perceptable reach, flaws stand out even more.

even worse, some options change other switches predicted outcomes. it's something that is not new but a different level, all rely on each other, and the level may seem to come tumbling down like a house of cards by adding just one tiny change someplace that seemed irrelevant.

so be forwarned, you may sit there with all these features at your disposal gazing at the reflections from within your mind, and wasting away because of the lack of direction.

The whole point is to decide what you want your map to look like, then throw the kitchen sink at it and be prepared for what it's going to come out as, and take it or leave it.


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