Dratz-_C {l Wrote}:... Would you be willing to keep trying to raise the framerate? What about more weapons for the empty areas? How about tweaking the pushers? When you/we are done editing we should generate a PVS and see if it slightly helps people with old/slow computers like me. Also, we need to get qreeves on nailing those pauses.
raiden {l Wrote}:Clearly we'll go on here with that project. It cost too much hours already .
ballist1c {l Wrote}:raiden {l Wrote}:Clearly we'll go on here with that project. It cost too much hours already .
those pictures.
THAT. IS. DISGUSTING.
What has dratz's whining made you doooo
raiden {l Wrote}:qreeves {l Wrote}:... I'm not sure how to go about fixing this, but if you are done with the map I might try to make a more optimised version by removing/simplifying some of the details that aren't absolutely necessary.
Thank you for watching my map qreeves and for pointing out this triangle/render-problem. I thought as much, that this could be the case. I'll try to optimize the map by reducing the amount of triangles. If it shouldn't be enough - you can readily try to help. Probably I'll manage it by myself.
qreeves {l Wrote}:greaserpirate {l Wrote}:Is this going to be included? PLEASE TELL ME THIS MAP IS GOING TO BE INCLUDED. It's the best Red Eclipse map the community's ever come up with.
If we can optimise it enough, sure. I don't have that kind of time to invest in it at the moment.
raiden {l Wrote}:Ok, first of all please excuse my long absence in these forums. I was very busy at the last time. The fact that I started the map too ambitious and maybe overloaded it with many details brought me in a difficult situation.
I had to reduce the details of the map. This is not really a problem, but for me it was difficult, because I spend so much work and minds in these details, that I had a too subjective point of view. I couldn't delete enough details of my work, because I liked it how it was. I wanted to preserve the spirit of the first versions and feared to destroy it through the optimisation. So, like you surely can imagine, I get stuck and stopped the work to become more distance. If I would start a new mapping project, I would learn from this mistake.
Sadly I have still not enough time to work on the map. I only can give my first step of an optimised version of cutec. I could sucessfully reduce the amount of triangles here. That saved some frames per second in the game, but that still seems not to be enough. So qreeves, if your offer to help still exists, I would be very grateful, when you could do so. Otherwise I would try to find an experienced mapper to help out or would work on by myself, which would need probably a longer time. If anybody likes to help, be warned: this is work . When you reduce geometrical details it could be the case that you have to rebuild the waypoints for bots. The main theme shouldn't be touched.
If these points don't scare you, you are invited to optimse this map, qreeves (no problem when you also don't have enough time) or anybody else. Feedback is desirable.
What I can give: the latest version of cutec, how I like it.
cutec v1.1
raiden {l Wrote}:Here comes cutec 1.3.
The maps filesize could be improved, the number of octreenodes was reduced from huge 10 millions to big ~1,5 mio. Big thanks to Karoushi here. Few details are reduced softly (as I usually do on this map). The waypoints come back. The most interesting point: although using waypoints I don't get the old hiccups. Surely the map isn't the fastest one and can't generate the biggest framerates, which isn't a surprise when you collate it with smaller maps which are less complex. But the loading speed and playability could be improved again compared to the values in the past.
Big thanks to Dratz, Karoushi and some other guys. Without your help I had probably lost the hope for this project sometimes .
(watch the top of the thread or the readme for a bit more detailed changelist)
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