ONS- Dreamus
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- 1337 Haxor
- Posts: 497
- Joined: Sun Jun 18, 2006 11:00 pm
- Location: Caves of ice, Xanadu
I noticed that I was pretty much the only person using flak... Call me a flak whore, if you will.
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- 1337 Haxor
- Posts: 219
- Joined: Fri Jul 07, 2006 11:00 pm
FLAK WHORE!!! :blackeye:Zax_Gentoo_Box wrote:I noticed that I was pretty much the only person using flak... Call me a flak whore, if you will.
The things you own end up owning you.
DW>Damn_Weasel
DW>Damn_Weasel
Good job!! I like the shock!
Ok, took a look at the technical aspect of the terrain in dreamus. First off the terrain brush is way to thick. The problem is compounded by the fact that the physics engine uses the terrain triangles for collision. Fortunately they had the foresight to allow for some sort of work around. You need to locate the terraininfo actor, then goto the terraininfo section. At that point you want to change the bkcollisionhalfres and set that to true. This will halve the collision data of the terrain, and should reduce cpu usage on the server. This is a tip they mentioned in the book, hopefully it helps. I don't know what are the pros and cons of this change so test it out.
On the same subject the best thing to do is to replace the height map with one of less resolution. For such a small map 256x256 is simply way too dense. This combination allows for 65536 triangles, versus 128x128 which would allow for only 16384. This would divide that data by a factor of 4.
Also the terrain sector size is a bit large, try moving it to 8. This setting will only impact client performance.
On the same subject the best thing to do is to replace the height map with one of less resolution. For such a small map 256x256 is simply way too dense. This combination allows for 65536 triangles, versus 128x128 which would allow for only 16384. This would divide that data by a factor of 4.
Also the terrain sector size is a bit large, try moving it to 8. This setting will only impact client performance.
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- DW Clan Member
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I worry about changing the terrain of Dreamus because you're impacting how it's possible to move around the level. Dreamus doesn't really have any of the sharp triangle edges popping up that you see on many other maps, or the sheer face of a triangle where the terrain has pulled up dramatically and there's not enough terrain density to give a smooth curve.
As long as the level is not putting undue strain on the server I say keep it as it is.
As long as the level is not putting undue strain on the server I say keep it as it is.
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- DW Clan Member
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- Joined: Sun Apr 02, 2006 11:00 pm
-- Im not touching the terrain Mike, I know the Terrain stp is huge, But IT is such a small map it wouldn't even be noticeable and believeme terrain is not the isue , The isue here is,, You go to another server, they play the original dreamus and won't find any lag -- On Spam Vikings , Not only Dreamus kiks the server cpu in the butt, we know that, there are more maps that do this , they make the server reach i'ts full procesing capacity and thats when you get the packets of info lost for all the players again , Dreamus is not the only map , and maps that don't do it sometimes they do , its all about the server resources -- Trust me i've played what would be such a laggy maps on other servers while full and nothing happens --
Now The map has been already out there for qite a while as Release Candidate number 2 , I ask , What should we do with it, what's gonna happen to it? Guys ? ,, Toxic ? .. .. Anything post it here please , I of course Still got my fingers on It it's my little child, its not alone ..
The only thing I can think of is my original idea of more nodes and diferent node setups, wich as posted in previous pages of this thread , will spread the people around , and add more options to the game for sure -- I really belive we need this if , we want it to be anything close to a 32p- map .. I personally hate having 16 players taking down 1 node ,while another 16 players try to build that same node , thats just insanely stupid - and of course not fun , It turns out boring as hell as already seen .. -
Here again , is the layout ..
--- So Mr Toxic , what's gonna happen to our Dreamus , Will it be gone? will it be changed, Will it stay the same ? ... Im up to whatever response , last requests or whatever thoughts you want to share ...
Now The map has been already out there for qite a while as Release Candidate number 2 , I ask , What should we do with it, what's gonna happen to it? Guys ? ,, Toxic ? .. .. Anything post it here please , I of course Still got my fingers on It it's my little child, its not alone ..
The only thing I can think of is my original idea of more nodes and diferent node setups, wich as posted in previous pages of this thread , will spread the people around , and add more options to the game for sure -- I really belive we need this if , we want it to be anything close to a 32p- map .. I personally hate having 16 players taking down 1 node ,while another 16 players try to build that same node , thats just insanely stupid - and of course not fun , It turns out boring as hell as already seen .. -
Here again , is the layout ..

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- Site Admin
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Go ahead and add the nodes Alpha. I'm not sure I agree 100% with the layout, but we can wrestle with that once the nodes are done.
Hopefully, the new server will help with the lag.
Rich (TW)
Hopefully, the new server will help with the lag.
Rich (TW)
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- DW Clan Member
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- Joined: Sun Apr 02, 2006 11:00 pm
- Royer that Mr D. , Ill be on it, Ill post a Scren shot complete of the node layout with vehicles and see if that looks nice , then when ready I will post it here to Download - :albino: