whiteforest

I need some feedback to shorten the developing time,should i upload a pre-release?


  • Total voters
    19

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
Well, my answer is...it doesn't matter as I probably won't go out of my way to test it...but I'll gladly test it on a gameday :)

i udnerstand this) i already got a server 4 a "playtest" versions)) but it will surely be a beta 4 gameday)) thats where u will see it i suppose)
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
3 new comparison shots.
now comparing what has changed through las 10 builds (b28->pre-b38)

pretty funny

+updated CHANGELOG
 
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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
being asked by some of my friends, i pushed a first playtest version. build name is pt1b38b2. this srtrange latters and numbers means "PlayTest 1 Build 38 Beta 2" ^^ its still not a gameday version as something is not done, but i will get feedback for errorfixing and balancing))

Some changes were done spec. 4 this version:
>setup time increased from 45 to 65 sec
>blu spawndoor trigger set to OFF untill setup is over
>gamezone D closed with a brush as it is not ready
>added some medkids and ammopacks
>added some arrows
 
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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
1st gametest shown that people dont like this map..kind of upset..((
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
even added a download link to this goddamit playtest1 version
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
3 new comparison shots.
now comparing what has changed through las 10 builds (b28->pre-b38)

pretty funny

+updated CHANGELOG

I don't know about funny, but comparison shots are always cool to see.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
As a result of some feedbacks on the yesterday playtest, ive decided to end b38 development at this point ang go for the b39
the main aims are:
>clipping for softer movement in some places
>total perfomance optimisation
>more intuitive gameplay (esp. when playing 1st time)
>more healthpacks and ammopacks

Based on a pool vote results,ive uploaded "playtest1" version, you can download it on the first page. Im still waiting for the feedbacks)

BTW ive got a Q:how to use areaportals? if i just put some funk_areaportalwindow, it crashes when the game starts, dua to a engine error "portalnum > numareaportals"
 
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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
spent a lot of time working on an optimisation.
the aim fps is within allways_150+_mostly_200+ range (my pc is good,but not everybody has such)
due to what i see through the testing is that when my fps hits 100 or less it could be laggy on others pcs. so i made something about it
>occluders
>triggered occluders
>pixel-base fade
>distance-base fade
>optimised HINT brushing
>less dynamic props
>lightscale set to 32
>some dynamic light replaced

in some places it increased fps from 90 to 160.suppose thats good result
the general idea is to divide the whole gamespace to 4 viz-zones,at the same time player can see one,maximum two zones,other covered by occluder to totaly cut all props and with visleafs to cut geometry.

ive added an illustration.
file.php

The main problem is visleaf 2.
it has its own big background and it sees visleaf 1 and visleaf3, whitch also got lot of stuff and space. optimisation work is mostly done to this leaf)

tomorrow ill work more on HINTsmremaking all viszones,and afterwards optimising occluders and fades
and some more FPS shots here:
 
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GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
I'll be referencing this when I start tackling optimization myself :)
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
its still in progress,ive got some problems) wait for the build39 and "how_ive_done_itt" post))
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
Seems I've gone the wrong way here. I'm returning back to original payload_b39b1.vmf and optimize from the basis again. All recent devbuilds (b39occ/b39fade/b39fo/b39b2) go for a delition..
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
You really don't need to tell us everytime you make a small change. You should make a stable release, have it tested and gather as much feedback you can, maybe keep a list of things you need to fix. THEN, you start working on implementing all those fixes and tinker with the bugs/errors UNTIL you reach a point where you can't progress without more testing. Then you can release the next stable release and repeat the process.

The way you present your optimizing just to find out in the end it didn't work just leaves me with the words "then why did I have to read all this?" in my head. Seriously, It's great that you experiment and try to optimize, but don't post progress on something that will end up deleted within just a few days. You could have just done the experimenting behind closed doors and only show the end product!

Sorry for derailing this thread with a non-feedback post. But as a viewer, I think this thread is messy and hard to follow- which in turn makes me lose interest in the map before even playing it...

I probably sound like a total ass, but I'm trying to be helpful here.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
Ravidge,i think your post make sence..but i dunno what to write,i never get answers when i ask smth directly about mapping problem, so im just writing smth..and waiting someone to criticise me and say how is this rly should be done)) but k,ill post when the stable build is done.
thx
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
b39 soon)
>improved perfomance
>gameplay changes
>balancing
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
feedback
F: you know, its fine,but the first part rly seems like just an experemental one,it is not enjoyable in terms of gameplay
A:huh..well..k,i was thinking of totaly remaking it

F: second one is messy and a heaven spot for good snipers
A:fixing in progress

F: perfomance still lagz beneath playable sometimes
A:m.b. u got an old-slow pc? anyway fps will be boosted in b39