Cashworks

PL Cashworks rc

Aug 19, 2008
1,011
1,158
the fps issues and weak and the hard time defending cp3 is being adressed for the rc (scroll back some pages, there is my new layout for cp3)

every time i play the last point, we have a hard time capturing it, so i don´t see the must of impoving defence points at final cp atm
 
Aug 19, 2008
1,011
1,158
i love showbudget

investigated deeper into what showbudget was showing and "Detail Prop Rendering" was higher than in the other sections of my map

"Detail Prop Rendering" are those cute little flowers and grass of the grasstexture i use.... soooo, tweaked the grass and got a 20-25 framejump up :D

Yeeeha!!!
 

drp

aa
Oct 25, 2007
2,273
2,628
i love showbudget

investigated deeper into what showbudget was showing and "Detail Prop Rendering" was higher than in the other sections of my map

"Detail Prop Rendering" are those cute little flowers and grass of the grasstexture i use.... soooo, tweaked the grass and got a 20-25 framejump up :D

Yeeeha!!!
nice.

when can we expect the final?
 
Aug 19, 2008
1,011
1,158
i´ll try to get onto tomorrows gameday if i manage to push out the rc today

i´ll then watch how the changes apply to gameplay, then maybe pushout a quick rc2, and then final :)

i renamed the CPs to
loading dock
serpentines
power house
vault

"capture point" was a little to dev-ish :)
 
Last edited:
Aug 19, 2008
1,011
1,158
PL_CASHWORKS_RC

FIXES:
* improved framerates as good as possible
* merged 2nd and 3rd blu spawn to one spawn:
- makes the engi´s life easier
- gates prevent spawncamping
* pushed cp3 further to the bridge, provided sentrypositions,
decreased respawn by 1sec for red
* imported custom cap-point-signs with new alpine-logos
* renamed CPs to loading dock, serpentines, power house, vault
* minor skybox changes
* fixed stickies not sticking to ground at last cp
* fixed people getting stuck in underground red spawnroomdoor
* enlarged some doortriggers for smoother opening
* decreased explosion radius
* several lighting-adjustments
* fixed radius where people get smashed by the door
* several minor visual changes and object adjustment
* many many small changes not worth an own "*"

3531632953_7bbc4780b5.jpg


3531631765_b3c613494a.jpg


3532448386_6531e6c110.jpg


3531632127_5261d7bcd9.jpg


3532448862_1016a2c0ea.jpg


3532448692_50d0fd7f6e.jpg


3531632623_bfb525fe5d.jpg


3531632787_d84364fa35.jpg



Credit and giant thx:
All of you Folks here
Moe012 for custom logos and eagle and several implemented ideas
Tomster custom Vault Sound
Atresia for the custom Cap-Signs
 

Mar

Banned
Feb 12, 2009
607
63
Jesus Christ, those screen shots look so beautiful. *tear*

EDIT: What did you do that made your map and screenies look so good?
 
Last edited:

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Working on uploading it *so* hard...

...my FTP server for my server's been stupid tonight, though, and it keeps on restarting the upload from scratch when it gets "done"...

...had to restart it at least five times tonight. After running around it solo, it definitely looks worth the work, though.

EDIT: Okay, got it. That didn't take forever...
 
Last edited:

Schmoe

L2: Junior Member
May 18, 2008
60
1
PL_CASHWORKS_RC
FIXES:
* pushed cp3 further to the bridge, provided sentrypositions,
decreased respawn by 1sec for red

This is a great adjustment. I haven't seen the map in more than a month, but it was one of the areas that needed attention. (The rest of the map is so great that it's easy to point out weaker areas.)
 

Schmoe

L2: Junior Member
May 18, 2008
60
1
The feedback I'm getting is that FPS dropped on the most recent release (b3a I think). I have heard from people that it is unplayable as well and they wanted to go back to the version before.

I'd get a net_graph 4 screenshot to ensure it's not packet loss.
 
Aug 19, 2008
1,011
1,158
@Schmoe:
i don´t think it was packetloss, all the other sections played relatively fine fps-wise
i had to cut on optimization (func_lod) on b3a to quickfix the entity-overflow servercrash issue
i did a little crysis-managment, reimplemented some func_lod and cut on some grassdetail. furhtermore i found some models peeking in from the serpentine section
as benchmark, i stand at the blu middle-gate and look outwards
b2: ~65 fps
b3: ~68 fps
b3a: ~54 fps
rc: ~80 fps :D

______________

EDIT: What did you do that made your map and screenies look so good?

screenshots:
perspective, perspective, perspective and another pictureratio than 4:3 or 16:9 :)

the rest:
i don´t know, it comes naturally, i´m not happy with something if it doesn´t look right and out of place, then i do some sketches, try to bring in some contrasts.

i think the most important thing is, you need to have something like a landmark in every section, a building/structure/theme that defines the area:
e.g. the high-rise house before cp3, the water beneath the bridge running towards the water in the skybox, things like that
at the end i started added some finer detail, like continuous numbers on the buildings that give the impression that everything is somehow connected and makes sense
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
when i test my map alone i bare in mind that to be sure ppl get high enough fps on every parts of my map,i need to gp cl_showfps and then divide it by 3, cuz
1)my pc is more powerful than usual one
2) player models,blasts etc, chew lots of additional perfomance)
so as for me im satisfied when there is no spot on the map where my fps is below 150,as ideal fps for tf2 is 50+,and not 30-40 at all

as for u, at least divide by 2 when u test alone,and try to get at least 50fps (100/2) ,that will be ideal. but still good progress and dontforget about funk_occluders,they are sometimes very useful when u got lots of props and cant rly fine tune visability
 
Feb 17, 2009
1,165
376
Sorry, i lost the screenshot, but while playing in the gameday, i saw that on the wall to the left from the last cap there was a overlapping texture on window.
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
The only small thing I found: In the first red spawn one of the stairs isn't clipped. Anyway it's already way better then any of the official custom maps :).
 

Zanpa

L4: Comfortable Member
Jan 17, 2009
164
43
I love this map more and more. It totally deserves to become official. You put a lot of great work in it, and I see this in every detail while I play it.

One thing that bugs me :
(click it)

You can't pass easily through these windows, since the update that changed the height of crouched players.
Sometimes, you go throught well ; sometimes, you are blocked just before the window.
Not very clear, but you can try it yourself ^^
I used sometimes this window to get on the bridge as a Scout.
 

Zanpa

L4: Comfortable Member
Jan 17, 2009
164
43
(click it)

There is a problem with a texture. I don't know what it is.
I saw it when I was on the rock ::p:
 

FLOOR_MASTER

L3: Member
Mar 10, 2008
118
140
Great work on the RC! I'm seeing big framerate improvements in the opening area. BLU's forward spawn after capturing point 1 is very well executed. The only issue I'm seeing is that a RED sentry placed here after CP2 is taken is unusually strong:

cashworks35.jpg