ns2_nsl_biodome
ObliviousSight
Join Date: 2012-09-07 Member: 158306Members, Reinforced - Shadow
in Mapping
There is a test version of ns2_nsl_biodome up on the workshop. Link: http://steamcommunity.com/sharedfiles/filedetails/?id=176948455&searchtext=
Any issues, feedback etc. please post below.
(p.s. sorry for taking a wrecking ball to your baby UWE designers )
Any issues, feedback etc. please post below.
(p.s. sorry for taking a wrecking ball to your baby UWE designers )
Comments
Maybe UWE should set some standardized rules for light counts?! Biodome might be a master class in making pretty lighting, its almost a lesson in how not to optimize a map.
Biodome has 2540 lights, compared to Summits 1543!
How many does the NSL version have?
Got to admit I did learn alot from examining the lighting as I went along though, both in terms of aesthetics and performance.
making sure your fps experience stays on the same level :<
Yes we don't know how to map, we admit it. Biodome and summit are such similar maps in size, theme and quality as well. We had 3 months to make biodome whilst summit has been around forever and has had a huge load of optimizations done to it, a very fair comparison.
And selecting all the lights and zooming out like that, of course it will look incredibly busy.
Biodome is continuing to receive lighting optimisations, but it's not as easy to do so while maintaining the visual quality, so we need to be more careful (compare that to replacing everything with 300 point lights). As a reference, Biodome light count has already been reduced by about 200 since initial release, and there will be more reductions to come.
That said I think its a fair comment to say that the lighting Counts are just too high; To the point where it seems to be unplayable for the vast majority of people. As with all Things UWE, I have no doubt it'll be sorted out in good time.
Did later engine developments affect the performance? and is there any rules and targets with regards to draw calls and light counts that you guys have to work to?
I look forward to seeing an officially optimized build. But for now I can only play it on the nsl version.
Edit: New version has just gone up on the workshop. Think I've fixed that issue with platform, at least I was able to use a drifter to build a hive and disperse a blueprint. Also added some small tweaks to the comm invis (Thanks to Flaterectomy for finding those).
I found two stuck spots on Biodome (not NSL but I'd guess it's the same).
I'll just post them here since the official one doesn't have a thread (again ) and both makers/modders seem to read it.
The first one is a fairly uncommen place but the second one is quite nasty if you are using that vent to escape.
#1:
#2:
Note that the stuck spot is on either side of the vent.
Both were encountered on a server but started a local to see if I could recreate it.
I also left annotations at the spots if that makes it easier to find (is that still visited? ).
NSL Biodome
NS2 Biodome