Ideas

killall-q's avatar
killall-q
Seasoned Newcomer
3 months ago

Menu frame limiter applies in firing range

The menu frame limiter setting, added in update 1.1.3.0, applies in the firing range as well, and makes the menu frame limiter unfeasible to use.

The firing range should use the regular frame limiter.

6 Comments

  • The game loads the firing range in the background of the game as soon as it loads (it's why you can go into it instantly instead of waiting for a loading screen), which is why it was wasting so many resources in the first place, which is why people asked for the menu lock.

    They'd have to cut the firing range out and make it a new loading screen to split it further.

  • Mexicola9302's avatar
    Mexicola9302
    Seasoned Veteran
    3 months ago

    I would prefer having a 2 second loadscreen if I want to enter the shooting range, if that means they can limit the FPS in the menu without it affecting shooting range. I would go even further and create an actual test range like there is in Battlefield 4, where you can use every vehicle, aircraft etc. against some basic targets and drones. It was perfect the way it was and probably barely cost any devolopment time or ressources, I don't understand why there isn't such a test range anymore.

     

    Add something like this again EA.

    https://youtu.be/QSGhmyrpY54

  • killall-q's avatar
    killall-q
    Seasoned Newcomer
    3 months ago

    Even if the menu is internally a map file (firing range with the main menu as a UI overlay that can be hidden to reveal the firing range), it shouldn't be so impossible to use 2 different frame limiter values within the same map depending on the UI state. The frame limit can be set on the fly, as you can see when you adjust the slider.

    if (map == menu.bsp && UIstate != firingRange) {
      frameLimit = menuFrameLimit;
    } else {
      frameLimit = regularFrameLimit;
    }

  • Same issue for me - please fix this so I can test my settings properly :)

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