Gargantua Air Strike Lag (May Contain Spoilers)

So I play through the game, no lag at all, runs smooth as hell. Whenever I get to the garg chase scene, it begins lagging like crazy, and wont stop til the garg is dead. The other garg didn’t do this.

Same for me. The rest of the game plays fine, but that specific set-piece is incredibly laggy. I suspect it has something to do with either the real-time camera looking down on the map, or with the unique interface used to command it. In either case, it’s making the game hard to play, to say nothing of uncomfortable.

That’s the only place I’ve seen any slowdown, though. The rest of the game has been pretty solid. Considering how detailed everything is, that’s impressive.

I thought I was the only one who had that problem. I think it may lag due they pushed the engine to its limits. Maybe that’s why I get tons of “ENGINE ERROR” on that part :slight_smile:

It also lags even more on the lambda teleport

that part didn’t lag for me it seams. But i got a unexpected “HL2.exe have stopped working…” notice when i died on that area :slight_smile:

Same, both at Gargantua and in Lambda Core.
I guess it’s because the Garg and the mortar screen are expensive to render at the same time.
I propose a solution: disable rendering of the screen if distance from the screen is high (>384, maybe).

The screen also looked really fucked up, like the bloops and bleeps wouldn’t show half the time

After launching an airstrike on the antenna, I got:

[code]---------------------------
Engine Error

models/props_vehicles/hummer_destroyed.mdl (2) at 1.$ 1.$ 1.$ in contact with prop_static (2) at -9.4 2.6 131.1, crash. dist = -1, minq = 99999999999999998000000000000000000000000000000000000000000000000000000000000000000000000000000000000.000000


OK
---------------------------[/code]

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