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Posted: Fri May 09, 2003 9:06 pm
by VEGA
Have you guys tried out the map yet please do.

Posted: Fri May 09, 2003 11:36 pm
by FurrySound
I did take a quick look at the map. You may wonder why I only took a quick look. My FPS hit single digits in some areas and that just makes it unplayable. I'm not sure what you can 'change' to fix this. Esp in the small back room and also looking around in the other room. Even in a map, like DM-Phobos2, which kills my FPS, its still better. I run at 640x480x16 with all the eye candy turned off on a P3-800. On most games I play, virtually all online, I rarely get FPS that low, and that's only when there are 3 or more people on my screen with projectiles, etc...

Image
For this shot, I'm infront of the spawn point and there are no bots in this room. I sat still till the FPS stabilized and then took the screen cap.

FurrySound{Moo}

Posted: Sat May 10, 2003 2:05 am
by VEGA
Hmmm your the only one everyone else i talked to said they had no problems and ive updayed the maps, and the bots will go in there, the nodes lead down there and show that there working in the ED. So i dunno if u got a bad file or what.

Posted: Sat May 10, 2003 2:17 am
by VEGA
Hmmm your the only one everyone else i talked to said they had no problems and ive updayed the maps, and the bots will go in there, the nodes lead down there and show that there working in the ED. So i dunno if u got a bad file or what.

Posted: Sat May 10, 2003 2:17 am
by FurrySound
I timed the room so there wouldn't be any bots when taking the pic.. to be sure it wasn't bots causing the problem.

FurrySound{Moo}

Posted: Sat May 10, 2003 2:36 am
by Gasman
This is on a P4 1.8 ghz, 256mb ram and 64mb of vid all on normal settings in UT2k3. There is just a FPS killer in that one spot.
Image

Posted: Sat May 10, 2003 4:41 am
by jeditobe1
Are those shadows on the cieling drawn in or just cast from a light?

With that many objects on the ground forming the grating and casting light up part of it might be shadow rendering? Dont know a ton about mapping so i wont try to hazard too many guesses. Also is the fencing causing the same mass shadow generation? etc.

Posted: Sat May 10, 2003 4:25 pm
by LoQtUS
the map needs to be antiportholed. the problem is that the engine is rendering too many polys at once.

:borg:

Posted: Sat May 10, 2003 6:36 pm
by FurrySound
Marsfyre mentioned that the 'pool' is extending beyond the walls into areas you would never see. I recommend the music be pulled out of the map and put into an OGG file instead. Makes the map a lot smaller.

FurrySound{Moo}

Posted: Fri May 23, 2003 2:32 am
by Sir Tahngarth
Just to let you know, i have been working on a KOTH map for a little while now (Loq showed me the mapping guide), and i was wondering if you might be able to give me some kind of access to the actors needed for the map- or at least a convinent placeholder. :)

Posted: Fri May 23, 2003 3:04 am
by jb
Sure.