@QuothTheRaven -
I sure don't understand why it's running so poorly on your computer. You have a fast computer with enough ram. Those symptoms that you are describing happen to me after I've played through a couple of times and there are a TON of body parts and other debris on the ground. The laws of gravity and space/time begin to warp and everything gets all jiggly.
Sadly, this game ran great before I added my hangar level. It was OBSCENE how much the FPS drop. It isn't particularly big or elaborate either, and it is broken up into a couple different objects. It happened right before the deadline for the compo and almost killed the project. I was able to add LiTs limb culling to the game and it saved it. It still suffers from that though.
Alquerian has a level editor that I was using before this. It includes lightmapping as well. That level ran great. At that time it still wasn't quite ready, so I jumped on 3DWS to finish the game. By the time I realized what was going on, it was too late.
@Benjamin -
Did you ride around and mow people down? I was quite pleased with the cars myself, I'm glad that you liked them
Hmm... strafing... to be quite honest, I don't play many FPSs. I played a couple years ago, and more recently I downloaded the trial of FPSC and filled a room full of girls and shot them all. I don't have any problems...
I've added that to my MUST DO list. I will absolutely add strafing to the next incarnation.
Quote: "Secondly, why do the enemies seem to have 100% accuracy?"
Probably because they do. That was quite an oversight, wasn't it? The guys firing the blue disruptor weapons don't, they have 75% accuracy. I coded a couple different weapon handling systems, and bullets were the first so I guess I never went back and improved it. Less accuracy + strafing will probably be a good combination.
The helicopter has issues. Mass is broken in DP right now. If you give an object lots of mass, it just acts stupid. I should have turned it into an immobile, but still destructible, static object. That would have fixed that right up. It ended up upside down when you ran into it because I'm using a kinematic object to displace debris. It's great for small objects, but wacky for big ones. Since then I've actually coded in a work around for the problem, I simply disable the kinematic object if it collides with a big object. That's on my list too.
Come see the WIP!