Rust

PL Rust final1

  • This map is featured! Our best maps, all together in one place for your viewing pleasure.

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,573
You're doing that thing again where the lighted sign magically casts light back onto itself because it's using a light entity instead of a light_spot.

*points to aly*

She detailed, not me. If you could specifically point out where that is, that'd be mega helpful.
 

Freyja

aa
Jul 31, 2009
3,011
5,839
While you are correct, I like it as I think it gives the signs a really cool glow and enhances them.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,573
ron-paul.gif

Here's the first update of rust since April or something of 2012. I dunno. It's going to be a test-beta release so I know what else I need to do for optimization, clipping and other bugs that I may have missed.

Download to pl_rust_b4d

Known issues:
Clipping
Some optimization?
window behind red spawn is a closed Areaportal window.
Window in the building before final hill has areaportal bug
May cause some "holy cow this looks nice" comments. (Tell Aly)
 
Last edited:

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,573
It's no joke!

Mini-psuedo-update to rust here.

pl_rust_b5
+ Optimization pass. Some props have more aggressive fade distances than others
+ Fixed some missing overlays
+ Fixed some weird areaportalwindows (Because Aly said I did them wrong but didn't tell me how to fix it, just to remove them and replace them with areaportals.)

I'm going to be a better with getting updates out for this... hopefully.
 

Bereth

L4: Comfortable Member
Dec 13, 2011
170
197
I have some old screnshots lying around of b4 so I'll just leave my feedback now:

6CemCSu.jpg


Shadow from 3D skybox.

SToSQIs.jpg


9PSU2Fx.jpg


Clip plz.

aL94omY.jpg


Add a texture.

4ReTNQ8.jpg


Invisible wall?

zdUfrZK.jpg


Bulletblock.

VZn3e0c.jpg


Clip.

pZRCCLR.jpg


Clip.

A2mrYww.jpg


Clip.

7sdfrlV.jpg


Floating bottom.

aOVYE13.jpg


Clip.

c3kxsyN.jpg


Misaligned texture.

c8kgIxu.jpg


Too high.

ydS1Qx0.jpg


Clip.

tr1N3Wt.jpg


Clip.

TfcYyfs.jpg


Too high.

yI9Ru4D.jpg
\

Funky shadows.

ArlcXeC.jpg


Clip.

2Qd5osc.jpg


Z-Fighting.

tPux5EP.jpg


Bulletblock please.

pbRa5a0.jpg


Nonsolid.

wt9xRII.jpg


Funky shadows.

G8k7kJp.jpg


Z-fighting.

W0ERIp8.jpg


Model intersects badly.

AnXLBox.jpg


Playerclip in here seems a tad random.

QfOTomP.jpg


Clip.

Ck6tnsn.jpg


Too high.

SU3FbXh.jpg


Clip.

XgC7Vr9.jpg


Clip.

WqPz9Qm.jpg


Hole in displacement.

1T6uiGm.jpg


Clipping.

IQJzfuc.jpg


Why can't you stand on this?

ZeJvwi9.jpg


9KbIsBO.jpg


WTF Frozen.

EyqTZaI.jpg


Dark.

NBn0IXH.jpg


Clip.

XAvg7hT.jpg


Bad copy-pasting.
 

Bakscratch

Finisher of Maps
aa
Oct 29, 2010
714
1,495
Its almost here! :D Will see if there is anything I can give feedback on!

EDIT:
This doesn't seem right to me, the whole map is being rendered.
(in blu spawn)
Screenshot%202014-04-02%2011.35.05.png


(just outside blu)
Screenshot%202014-04-02%2011.35.16.png


odd shadow
Screenshot%202014-04-02%2011.39.22.png

Screenshot%202014-04-02%2011.40.26.png


This is a little annoying as I feel I should be able to get over there but has clipping, maybe just add some boxes or small fence, or even a small building?
Screenshot%202014-04-02%2011.41.46.png


This room is too dark.
Screenshot%202014-04-02%2011.45.28.png


Odd lighting
Screenshot%202014-04-02%2011.47.42.png


Forward resupply works anywhere.
Screenshot%202014-04-02%2011.49.45.png
 
Last edited:

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,573
The issue I'm having is that I think the visclusters I'm using are merging. I'm not sure why they are mergeing, as there are viscuts between the ones I don't want to merge.

Also, the fact that the whole map is rendering is really weird, some of those items in the map have fade distances, but are still appearing to render.

EDIT: This is also basically a "How many optimization techniques do I think know" type of thing. Learning much!
 
Last edited:

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,573
After painstakingly going through as many props as I could, and do voodoo magic with occluders, I have noticeably increased FPS in 90% of the map. Toasters may still have issues. I'm doing my best to get it to the best optimization I can, but there is only so much.

Expect a b6 out at some point in the next few days.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,573
I lied!

pl_rust_b6
+ Optimization Pass. FPS should be increased across all parts of the game, but still not perfect. Make sure you feedback and post where you're getting low FPS.
+ Fixed a bug that allowed BLU to access their forward spawn room before intended
+ Lighting increased in some areas.
+ Fixed shadows between some Brushes and Rocks


Enjoy the current version here.
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
Kangaroo cutouts! <3 I really enjoy this map.

One thing I felt that may help your optimization problems is that almost every wall seems to be 50% window or opening to another open area. It's not wrong, but I just almost feel... agoraphobic? Some of the barns are so large and full of openings you forget that you're indoors. Now you don't really want to cut into the gameplay, but I think if you want to improve framerate and stop it being so open you could deal with some of the view to out of bounds areas. You get enough of that outside anyway. Hell, just do the old trick of chickenwire with crates in cubbyhole if you want to keep the wall interesting.
 

xzzy

aa
Jan 30, 2010
815
531
Map runs fine on my computer, but it's a pretty new system. Running around with wireframe I see several points where the entire map is being drawn, which means no matter how much you tweak the props you're going to get people complaining.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,573
Map runs fine on my computer, but it's a pretty new system. Running around with wireframe I see several points where the entire map is being drawn, which means no matter how much you tweak the props you're going to get people complaining.

The issue is, they're being drawn outside of their fade distance.

Which is extremely confusing.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
I didn't notice any framerate issues, and I'm the guy who kept complaining about Suijin. So, maybe it's good enough? I'll have to play it with the FPS counter on next time. Remind me!
 

seth

aa
May 31, 2013
1,019
851
I can't test the new version just yet, but last version I only had one major FPS tanking problem. My rig normally gets me around 200-400 FPS and dips to 80-100 in heavy action. I got a steady 40 FPS concentrated around the first point and the cart path leading up to it just before the bend next to the big fence. I didn't notice any problems anywhere else.