PL Cashworks rc

eerieone

  1. eerieone

    aa eerieone

    Messages:
    1,009
    Positive Ratings:
    571
    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
     
  2. eerieone

    aa eerieone

    Messages:
    1,009
    Positive Ratings:
    571
    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!!!
     
  3. drp

    aa drp

    Messages:
    2,265
    Positive Ratings:
    2,605
    nice.

    when can we expect the final?
     
  4. eerieone

    aa eerieone

    Messages:
    1,009
    Positive Ratings:
    571
    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: May 8, 2009
  5. eerieone

    aa eerieone

    Messages:
    1,009
    Positive Ratings:
    571
    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 "*"

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]


    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
     
    • Thanks Thanks x 1
  6. The Political Gamer

    aa The Political Gamer

    Messages:
    4,468
    Positive Ratings:
    1,706
    Looks like you fixed pretty much every real big problem. I will take a quick run around and see if I can find anything you missed.
     
    • Thanks Thanks x 1
  7. eerieone

    aa eerieone

    Messages:
    1,009
    Positive Ratings:
    571
    i already found again some minor texture-problems and some stupid but not gamebreaking clipping. it´s like, you just see that after you have done like the 3rd final compile. :)
     
  8. Mar

    Mar Banned

    Messages:
    607
    Positive Ratings:
    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: May 14, 2009
  9. PMAvers

    PMAvers L6: Sharp Member

    Messages:
    389
    Positive Ratings:
    143
    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: May 14, 2009
  10. Schmoe

    Schmoe L2: Junior Member

    Messages:
    60
    Positive Ratings:
    1
    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.)
     
  11. Schmoe

    Schmoe L2: Junior Member

    Messages:
    60
    Positive Ratings:
    1
    I'd get a net_graph 4 screenshot to ensure it's not packet loss.
     
  12. eerieone

    aa eerieone

    Messages:
    1,009
    Positive Ratings:
    571
    @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

    ______________

    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
     
  13. Schmoe

    Schmoe L2: Junior Member

    Messages:
    60
    Positive Ratings:
    1
    I think that's one of the most satisfying parts of mapping. Optimization. When you see that kind of speedup it's like... well I won't go there.
     
  14. Hellfire

    Hellfire L9: Fashionable Member

    Messages:
    601
    Positive Ratings:
    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
     
    • Thanks Thanks x 1
  15. Engineer

    aa Engineer

    Messages:
    1,166
    Positive Ratings:
    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.
     
    • Thanks Thanks x 1
  16. Zeewier

    Zeewier L9: Fashionable Member

    Messages:
    619
    Positive Ratings:
    130
    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 :).
     
    • Thanks Thanks x 1
  17. Zanpa

    Zanpa L4: Comfortable Member

    Messages:
    164
    Positive Ratings:
    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 :
    [​IMG] (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.
     
    • Thanks Thanks x 1
  18. eerieone

    aa eerieone

    Messages:
    1,009
    Positive Ratings:
    571
    didn´t know the changed the height, i was always wondering why i couldnt enter the house throught the window in dustbowl stage2 point1 :)
    thx
     
  19. Zanpa

    Zanpa L4: Comfortable Member

    Messages:
    164
    Positive Ratings:
    43
    [​IMG] (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:
     
    • Thanks Thanks x 1
  20. FLOOR_MASTER

    FLOOR_MASTER L3: Member

    Messages:
    119
    Positive Ratings:
    139
    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:

    [​IMG]
     
    • Thanks Thanks x 1