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vk__PM
#21
Jan 26, 2011 2:36 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
First run on server in about 10 minutes. Details soon


Run,

Know bugs;
None i discovered.

Framerate issue, to low ~25fps at the Reichstag.
~40 fps Average in center of the map.

= Need some optimizing in problem area's.

I read something about crusha's new code that gains an fps win.

Map/
http://www.mediafire.com/?d059arxcej1hpa4

Foibos can u post the chatlogs. Thx


Oke dudes,
Got 20 FPS GAIN!
30 to 50... With 1 simple step.
Quick fps gain:

http://www.mediafire.com/?rl58h8rqhynlmwv

http://BIT.ly/VKMAPDESIGN


Last edited by: vk__ Jan 26, 2011 5:14 PM
foibosPM
#22
Jan 26, 2011 6:17 PM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
http://sharetext.org/CRA, including the next Alpine discussion.
cz_mawaPM
#23
Jan 27, 2011 4:41 AM
CZ_MaWa Member - Joined: Nov 30, 2009
Posts: 41
I played it few seconds ago only with bots and I have to say, they are totally stupid. They are unable to find route to any node in vehicle, only on foot, they usually get in vehicle when the node is built, and stay there until somebody kill them. So I suggest to make some proper pathfinding for them. In example 90% of them stuck on the stairs to the main bulding...

Otherwise I think its a good map, I had no problems with low fps.
vk__PM
#24
Jan 27, 2011 6:21 AM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
we dont want to play with bots right? i know they are dumb, instead i had to use roadpathnodes for bots. I will fix that in the future. Now goes my attention to the gameplay with humans. How high was ur fps average? Foib uploaded the beta2, so u played that one. Previous got 20fps less.

If u have suggestions/ vehicles/weapons/and other things. Speak now and i will see what can be modified.

Grtz,
Kenny
http://BIT.ly/VKMAPDESIGN


cz_mawaPM
#25
Jan 27, 2011 4:09 PM
CZ_MaWa Member - Joined: Nov 30, 2009
Posts: 41
Kenny, of course we dont want to play with bots but otoh we have to play with bots. Only in afternoons and evenings there are enough live players online. In other maps the bots do at least something. In this map, they do exactly nothing.

I did not enjoyed the map at all because of that, so I cant tell you any improvements or anything...

It looks very nice indeed, but some gameplay answers I dont have for you, because I played it in fact alone.

I had no low FPS at all, no problems. I didnt measure it though, so i cant tell you any numbers.
vk__PM
#26
Jan 27, 2011 4:42 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
U got a point, i will do my best.


Question for Wormbo or Crusha:

Does an blocking volume in the sky (to avoid getting higher than u want) BLOCK air strikes?

Why i think that is;

First i modified the Blue Stall-Z line to the height i needed. After that i added an extra blocking volume a bit higher. (Because with much speed u can get higher that the stallZ line gives)


After doing that, i tryed the airstrike and they do not work.
Is it the Blocking Volume? Or the StallZ?
(Some do work but the airplane flies very low...

Solved
I lost almost 2 hours to find the problem, i forgot the blocking volume may caused this, and yes, it does.

=p


http://BIT.ly/VKMAPDESIGN


Last edited by: vk__ Jan 27, 2011 5:23 PM
vk__PM
#27
Jan 28, 2011 10:46 AM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
New version:


Added flying support.
Bots are now more inteligent.
Added some lights.
Overal improvements.

http://www.mediafire.com/?521xwx8vnw3s4qi
http://BIT.ly/VKMAPDESIGN


thomasitoPM
#28
Jan 29, 2011 4:59 AM
Thomas!to* Member - Joined: Jun 15, 2009
Posts: 221
nice! was able to play it for the first time yesterday, way different than I imagined...
but in a good way... you should add the brandenburg gate somewhere!

what I noticed were some weird blocking volumes, first in the red base where I needed 4 (!) tries to fly the hammerhead through the columns... and another time at the rightmost node (if I remember correctly) on the exit towards red base, where there are several gaps in the wall I thought I could walk through on foot (since they were seethrough / real gaps) - but I couldnt and had to walk around instead.
also, the bumpy roads make it hard sometimes to play with badger/railgun tank, since you unexpectedly move your crosshair way up or down from one second to another (won't happen when you don't move, but hey, I usually don't like to be a stillstanding aim =D )
but that's just a minor thing.

what I noticed as well was a strange thing when I entered those pathways in the side buildings near red primaries - not by foot but with badger! hard to describe you should try it to know what I'm talking about..


vehiclewise I'm kinda satisfied, except it needs more flyers (as you already did) and the mino seriously needs to go. way too powerful / too hard to kill here!
(as it has also some strong air defense when being fully loaded despite let's say the ion)

didn't see the blue base yet, but more comments with follow.
that's about it till now, don't take it too harsh, I just wrote down everything I noticed that wasn't quite right - all the things I liked I didn't mention!

keep up with the good work
greetz, thom
7/~
vk__PM
#29
Jan 29, 2011 6:51 AM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Oke thomas:)

I check all the things.
The brandenburggate? Well .. it's a VERY good idea imo :p I'l add it in next version!
I will make the roads more flat for better driveabillty.


Have fun
http://BIT.ly/VKMAPDESIGN


vk__PM
#30
Jan 29, 2011 1:11 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Is it possible to edit the Minotaur to a less stronger one?

The health should be decreased to 1000 - 1200 Health.
Can someone help me out or want to create it quick?

grtz
vk

http://BIT.ly/VKMAPDESIGN


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