With a Radeon 9800 Pro I was getting about 50 - 60 fps through almost the whole map, which I would normally get like 200 fps walking around by myself while testing a map. At one point my fps dropped to 20, but only for a second, and I couldn't get it to happen again.
<!--QuoteBegin--Sir_Pepe-+Jun 16 2004, 10:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-Sir_Pepe- @ Jun 16 2004, 10:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thx ShdwStal & Thursday <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> But look at the r_speeds in unslord's pictures. 300 wpoly, seen or not, can't be responsible for such a drop in fps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I wasn't pointing at the r_speeds, but at the amount of brush entities that the engine is rendering at one time. Thats what could be causing the drops in FPS. Seen as you can't see them but the engine is rendering them I have a hunch its causing the problem.
maybe its only my "1337"-machine <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> (not seriously)
but the fps at the beginning of the game are quite ok. but with time passing by the speeds are dropping. I restarted the game, cause I wanted to find out if it might be the "sv_cheats" set to one, because sometimes the engine does weird stuff ^^ but it wasnt. the speeds are constantly dropping.
another explanation: I had this problem my self, if the particle systems arent set correctly, the engine will calculate information witout dropping unnessessary data. this MIGHT be A cause.
besides that: nice map...
but...
the boxes at the marinestart that "stuck" in the wall...
tommydCreator of ns_tanith, co_pulse and co_faceoffJoin Date: 2002-01-24Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
hmm, some of the detail textures make the 'clean' ns2.wad textures seem too gritty - esp the walls. the other detail textures are real good though. i dont know who made the textures, but that should be taken into account.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--QuoteBegin-Thursday-+Jun 16 2004, 04:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Jun 16 2004, 04:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Sir_Pepe-+Jun 16 2004, 10:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-Sir_Pepe- @ Jun 16 2004, 10:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thx ShdwStal & Thursday <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> But look at the r_speeds in unslord's pictures. 300 wpoly, seen or not, can't be responsible for such a drop in fps. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I wasn't pointing at the r_speeds, but at the amount of brush entities that the engine is rendering at one time. Thats what could be causing the drops in FPS. Seen as you can't see them but the engine is rendering them I have a hunch its causing the problem. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> But if the brush based entities are to large they are going to ignore all the effort you put into placing the <b>hint skippers</b> (heh catchy word <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
too bad I can't use detailtextures <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
looking good from the pics, though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Very good looking map, to me this sets a precident for maps that don't rely on specialty locations for thier awesomeness. In the whole map the only thing that really bugged me was the box going into the wall. The boxes on either side of it look WAY to symetrical. Move them around abit, tip one over or something.
Playtested it, Great map indeed, looks amazing, plays well, but FPS is very low in places especially near the hive near bottom left of map i think? but other than that it was great, full server even though its massive unzipped <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->, everyone liked it, nice work !
QuaunautThe longest seven days in history...Join Date: 2003-03-21Member: 14759Members, Constellation, Reinforced - Shadow
edited June 2004
This post will be constantly updated within the next hour or so:
In "Questionable Ethics": It may be a good idea to have a crack in the glass in one of the tubes containing a fade, with a trickle of water coming out. Leave the fade in or get rid of it would be your choice. Just for flare <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
*EDIT 1* I love the "rushing by" effect through the windows. But a gameplay problem- the "Core" hive is much farther away than the other two hives. Either extend them away, get rid of core side stuff, or make more ways vertically to go over to the two east hives.
*EDIT 2* Wow. Holy frickin crap wow. The more I walk around this map, the more my jaw gets stuck hanging open- the attention to detail is amazing, as well as unique designs everywhere. This is truly the greatest map I have ever seen- now all that is left is the making of a good gameplay map.
Comments
I wasn't pointing at the r_speeds, but at the amount of brush entities that the engine is rendering at one time. Thats what could be causing the drops in FPS. Seen as you can't see them but the engine is rendering them I have a hunch its causing the problem.
but the fps at the beginning of the game are quite ok. but with time passing by the speeds are dropping.
I restarted the game, cause I wanted to find out if it might be the "sv_cheats" set to one, because sometimes the engine does weird stuff ^^
but it wasnt. the speeds are constantly dropping.
another explanation: I had this problem my self, if the particle systems arent set correctly, the engine will calculate information witout dropping unnessessary data.
this MIGHT be A cause.
besides that: nice map...
but...
the boxes at the marinestart that "stuck" in the wall...
thats a stylisch DISASTER!!!
NONONONONONONONONONONONONONONONONONONONONONONONONONONO!!!
I wasn't pointing at the r_speeds, but at the amount of brush entities that the engine is rendering at one time. Thats what could be causing the drops in FPS. Seen as you can't see them but the engine is rendering them I have a hunch its causing the problem. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
But if the brush based entities are to large they are going to ignore all the effort you put into placing the <b>hint skippers</b> (heh catchy word <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
looking good from the pics, though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
there's a <a href='http://www.planet-pepe.net/ns_enceladus_pt3.zip' target='_blank'>new version of ns_enceladus</a> out, no more fps drops etc <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
if you want to play, join 212.202.2.88:27015
there's a <a href='http://www.planet-pepe.net/ns_enceladus_pt3.zip' target='_blank'>new version of ns_enceladus</a> out, no more fps drops etc <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
if you want to play, join 212.202.2.88:27015 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Awesome <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.
"193.151.73.36:27016 community.skulkrush.com beta4a / #SkulkRush-Community Qnet"
In "Questionable Ethics": It may be a good idea to have a crack in the glass in one of the tubes containing a fade, with a trickle of water coming out. Leave the fade in or get rid of it would be your choice. Just for flare <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
*EDIT 1* I love the "rushing by" effect through the windows. But a gameplay problem- the "Core" hive is much farther away than the other two hives. Either extend them away, get rid of core side stuff, or make more ways vertically to go over to the two east hives.
*EDIT 2* Wow. Holy frickin crap wow. The more I walk around this map, the more my jaw gets stuck hanging open- the attention to detail is amazing, as well as unique designs everywhere. This is truly the greatest map I have ever seen- now all that is left is the making of a good gameplay map.