Enclosure

PL Enclosure 2024_rc3

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AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
Looked into this, it appears the map has 1619 edicts used of 2048 max by default. Generally these should be kept under 1400 to not get crashes on full 32 slot servers. These are a problem because a lot of entities are created while game is in progress and they can easily fluctuate up to 400-500 in a servers where there is lots of action at the same time such as rockets flying, sentries build, them firing, people having unusual effects, different cosmetics, etc. All these count to the total count.
I'll try decreasing the number of edicts.

Remind me - any entity that can be named and can have inputs/outputs will add an edict, correct?
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
543
Yes, and some entities are such as default, like point_spotlight, move_rope, etc.

Edit:

To make more clear, not every entity that can have input/output is counting towards the edict count. Only entities that have names, are dynamic like spawnpoints, ammo packs, healthpacks and such.
 
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AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
I managed to get down to 1520 edicts by deleting excess spawnpoints, fixing some props being dynamic instead of static and removing some env_sprites.
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
>Stage 1
-Added lamps over the cliff path in aviary.
-Fixed several displacement seams.
>Stage 2
-Added a building covering rightmost BLU spawn exit from snipers on cliff path.
>Stage 3
-Fixed a bunch of props being dynamic instead of static
-Added lamps to the exterior of main building.
-Added out-of-bounds electric fence on the cliff around last area.
>Changed brush electric fence pylons to a model.
>Removed excess teamspawn points and some sprites to cut down on edicts.

Read the rest of this update entry...
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
>Stage 1
-Fixed light leak in wooden building in last area.
-Added nobuild to the long roof.
>Stage 2
-Added nobuild to rooves.
>Stage 3
-Added fence piece to interior balcony of final building.
>Overall
-Reduced alpha of several overlays.
-Reduced volume of certain sounds in the soundscape.
-Fixed incorrect env_sun pitch angle.

Read the rest of this update entry...
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
There's still an insane amount of stuff rendering through the walls of the spawn buildings, in spite of all your area portal work. Could somebody weigh in on why this is happening maybe? My guess is that it has to do with the engine merging a bunch of them because they're coplanar—the solution to which would be to make them thinner and vary where they actually sit within the threshold.

Also, if you're looking to cut down edicts a bit more, I realized a while back that you could replace the Powerline turbines with static props that use scrolling textures rather than physically animating the spinning part (and, in fact, this is what Valve should have done in the first place). Unfortunately, the spinning part isn't currently its own separate material, so you'd have to have someone bring the model into a 3D editor and manipulate the UV map manually, which tends to strip out that data that defines which edges are hard, and... frankly it might be easier to just bug Valve about it.
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
>Stage 1
-Replaced func_detail truck in BLU spawn area with a custom model.
-Redesigned the rock bridge running over the river.
-Redesigned container unloading room (changed the wall and ceiling to rock)
-Added func_areaportalwindows to BLU spawn exits so that entirety of blu spawn stops rendering if players are far enough.
-Fixed waterfall rendering bug (they were glowing even in the dark due to their textures being UnlitGeneric)
-Raised one of the exits from BLU spawn.
>Stage 2
-Fixed missing nobuild brush over one of the buildings in second area.
-Added an out-of-bounds room in the security station building.
-Added an occluder blocking view through rock walls between 1st and 2nd area.
>Stage 3
-Added several occluders to this stage.
-Hopefully fixed a bug where sound of the raptor pit grinder would play in other areas.
>Overall
-Replaced sunshine rock wall texture with a custom winter/rockwall014 grass blend material.
-Fixed and updated missing map loading pictures.

Read the rest of this update entry...
 

Gangstahwezel

L1: Registered
Aug 22, 2015
36
31
there seems to be an invisible wall when trying to walk out of the 'main' blu spawn exit on the first stage
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
Shit... did i fuck up something?

Hang on, checking.

EDIT: Yes I did. I forgot to disable collisions on func_brushes tied to areaportalwindows.

Sigh.... Recompiling now, hang onto your butts.
 
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AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
So... Now I'm working hard on optimizing the shit out of the map, and certain things may have to be sacrificed for performance's sake.

This fence is an example:
X2h5Iul.jpg

I will have to replace the top electric fence bit with a solid wall, otherwise framerates in certain areas will become unbearable, especially on weaker machines.

I dont have an idea for how to redesign that top bit yet, but it has to go.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
I think having the wall a bit higher but still having some form (or shorter) electric fence at the top would be effective enough and optimise well.

EDIT: Also, Wouldn't it make sense to only have the fence arching into the dino pen and not both sides? The other side looks like it's just a facility that won't house dinos, so it doesn't really need its own fence.
 
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AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
>Stage 1
-Added multiple areaportals and areaportalwindows.
-Removed the rock spire in the aviary area
-HINTS EVERYWHERE
>Stage 2
-Added multiple areaportals to the exterior area.
-Added some nodraw brushes inside displacements.
-HINTS
>Stage 3
-Replaced electric fence with a tall, solid wall to split the areas and increase performance.
-Added a ramp up to the bunker roof, changed the layout of stuff on the roof to prevent it from being an OP sniper balcony for defenders.

Read the rest of this update entry...
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
>Stage 1
-Shortened the stage
-Previous spawn area on the exterior is now out-of-bounds
-New Blu spawn is in brick generator room
-Setup gates are moved to the exit into the aviary
-Added a passage from concrete tunnel to cage unloading room.
-Removed one of one-way gates separating concrete tunnel from the cage unloading room>wooden tower path.
-Redesigned the connector in that area.

Read the rest of this update entry...
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
If this doesn't become official...

e89.gif


Looks fantastic. One thing I noticed while running around is that the texture on the dino-boxes are rather low quality. They could def do with higher resolution textures, they look a little out of place at the moment (compare it to the resupply locker):

jkecqt.jpg
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
These cages use a 1024x1024 texture.

I don't really have a larger version of the texture file which will make it a slight pain in the ass to upscale without it becoming blurry.
Tbh the texture is more or less on par with textures on most official props.
 

JeanPaul

L6: Sharp Member
Aug 5, 2010
295
284
Removing the signage and text from the cage prop would probably drastically reduce the perceived blurriness