Mill

KotH Mill rc3

En Ex

L1: Still Registered
aa
Jun 30, 2010
47
17
This is one of the best and most beautiful non-official TF2 maps out there right now. It's criminal Valve hasn't approached you about buying it.
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
149
Bump for Gameday feedback from yesterday?

I know the optimization blows. Easily my weakest skill, and I will be messing with a lot of it for the final.

EDIT: Mark "Honey" Mustard actually just clued me into most of the areaportals are merging into giant ones, rendering supremely large chunks of the map. Welp, RC3 tonight then.

EDIT #2: Yep okay that just made the map run 800 times better.
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
How do you stop areaportals from merging, short of moving the doorways so they aren't on the same plane anymore?
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
Areaportals don't have to fill up the thickness of the doorway, only the width.

Make them only 1 unit wide, put it on one side of the doorway. Then on the next doorway, put another 1 unit wide areaportal and position so it still fills the doorway but doesn't line up with the first areaportal. And so on.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Clever. But don't they break vis and therefore mess with the lightmaps? I don't know what it would look like on this map, but I've seen what visbreaks can do to lightmaps sometimes, and it's not pretty.

EDIT: I guess in a space as thin as a doorway it wouldn't be noticeable. And if that doorway is a model, then nevermind at all.
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
149
Areaportals don't have to fill up the thickness of the doorway, only the width.

Make them only 1 unit wide, put it on one side of the doorway. Then on the next doorway, put another 1 unit wide areaportal and position so it still fills the doorway but doesn't line up with the first areaportal. And so on.

What I did was make them varying widths but keep one side flush. I checked it ingame and it is keeping them from merging this way. I tested the map with bots earlier, got solid 60 fps with 9 bots running around.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
I really enjoyed both the detailing and gameplay on this map, so if you do get the fps issues addressed, you could have a winner.

Incidently, I didn't have any fps issues at all (think I was seeing a solid 50-60 everywhere), but I play with Chris' configs for dx8 on top of having a pretty good graphics card so my feedback on that won't be particularly useful.
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
149
Just moved to Wisconsin for a new job! Internet back! Hooray!

I really enjoyed both the detailing and gameplay on this map, so if you do get the fps issues addressed, you could have a winner.

Incidently, I didn't have any fps issues at all (think I was seeing a solid 50-60 everywhere), but I play with Chris' configs for dx8 on top of having a pretty good graphics card so my feedback on that won't be particularly useful.

FPS does seem to be really solid now, so a winner is this!

I haven't had a problem with FPS either on this, I was comparing it to viaduct when I was building it and it was comparable frames for me. A lot of other people were telling me to not worry about it either. But its fixed now!
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
149
Anyone having reliable snapshot overflows excessively with RC3? I'm getting them constantly and its driving me nuts, I literally added 4 areaportals this version.

I keep finding stuff about having too many entities on the map causing it, but I can't find any concrete information.
 
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lwf

L1: Registered
Aug 11, 2011
17
11
Found some very tiny stuff.

Rock sticking out of the ground.
ON6ZP.jpg


Floating roof?
HTm1ml.jpg

RHfDZl.jpg


This area looks very inaccessible on the blue side, as it should be..
DI6xZl.jpg

..but on the red it looks like you could walk over there. Also the wooden door on both sides could use some clipping so you don't get snagged in it.
OWQUql.jpg


It could be nice to have some clipping on this roof as well so that you can move around easier.
VY8SEl.jpg


And I'm sorry to say that if possible the map would still gain much from being further optimized.
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
149
No its not sorry to say. Most of the problem is how the map is laid out. I have a few more options with area portals I can use, I'm just worried that I'm trading GPU bound for CPU bound.

Oh well, all easily fixable stuff. I went through on this version and redid the displacements as 2x instead of 4x to save on physics data. Some bugs were unavoidable. Thank you.
 
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