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ONS-VikingSettlements
Posted: Thu Dec 28, 2006 11:50 am
by DW_Hornet
This morning i remembered talking to toxic about this map, and he mentioned fps issues. I took a look this morning at why the map was getting frame issues. It turns out there are 11 movers on the map partially causing it. The movers that appear are a few moving chickens, a slow moving ship, and the rest correspond this uber redeemer room. Basically the room has two people at a computer with a redeemer behind them. If you shoot one of the people, mini tanks pop out of the floor and run you over.
This doesn't sound like a lot, however when i did a stat all i saw fluctuating values of 3-14ms and there were two entries like this. They appeared under the game section and they were physics and move.
There are also close to 100 antiportals which i removed on the map, and with such dense fog nearly none should be needed.
Here is the
Original download link.
ONS-VikingSettlements
Posted: Thu Dec 28, 2006 6:13 pm
by DW_Hornet
Viking Settlements Optimization 1.
Optimization 1
-Removed the chickens and redeemer booby trap.
If your still unfamiliar with this map please download and give opinions.
Their are triggers on mover 1 (i believe), and due to it their is an endless spawning of toilet cars. Although i wouldn't mind one, i rather get rid of them.
Posted: Fri Dec 29, 2006 12:41 am
by DW_Bomzin
Toilet Cars are fun. Will check it out this weekend
Posted: Fri Dec 29, 2006 12:46 pm
by DW_Hornet
Toilet cars are fun, but the problem has been solved thanks to wail. Ill distribute it once i fix some other issues.
Which brings me to texture complexity. When i do an Rmode 8 on the map the entire map is red in instant action. When I'm in the editor its mostly green except for the sky box and the trees. Basically the color scale should be from green for least complex to red for most.
On the subject of textures ill probably be replacing some. The grass texture is just horrible, and theres a good amount of ass looking decolayers.
Posted: Fri Dec 29, 2006 5:05 pm
by DW_KarmaKat
DW_Hornet wrote:
On the subject of textures ill probably be replacing some. The grass texture is just horrible, and theres a good amount of ass looking decolayers.
Quick first impressions....
For the love of all good maps....get rid of that grass!!! Gotta be the worst texture I've ever seen! Not to mention some of the trees look like 4"x4"s sharpend on one end and greenery tacked on as an afterthought.
Frame rates on the original...ugh! Consistently hit 10..yes 10! Me and 31 bots...not pretty pictures at all. On your first optimization I was averaging 25-30.
May not be an issue with real people, but the bots are quite good at getting vehicles stuck on the numerous poles in this map...porches..the ones that come off the roof edges...etc.
Health packs....minor annoyance at having to jump up onto the little pots they rest in to get one. Also...there's soooo many of them! Additionally. all those dancing lights/sparkle place holders...I can't remember what they're called...above the pots...they are always there, whether or not the health pack is present...don't think they're really necessary...dunno if removing them will help with the fps or not.
There're a few "floating" powerup pads and ammo...not a big issue...just some tidying up kinds of things.
Ummm...Deemer room??? Didn't find it...but then I hurried my walkthroughs to beat the lightening, hail and tornadoes that are heading this way! ;)
If the house is still here...more later!
KKat
Posted: Fri Dec 29, 2006 8:24 pm
by DW_Hornet
The redeemer is close to the most northern point of the map.
I may have to lower the scale of the Z axis. Right now there are just way too many unfriendly sloops for vehicles. Also the foliage coverage would make it hard to use just about any vehicle. To compound those problems the map is rather large, so vehicle travel is pretty essential.