Things I have noticed looking around in the level file
1) There's a lot of really big lights that light a room, similar to how you would light a map when it's first greyboxed, "1 light per rom" approach.
2) People like "pretty shiny" things, it appears "flat and boring" because there is not enough lights that use specular/reflection probes.
3) Skylights appears to be fine, no idea why people would get poor performance.
4) There's not enough "natural light", with lights coming from props to light rooms
5) No biodome glass (people like shiny), but reasonably so, never made any sense in Refinery to have shiny glass.
xtcmenJoin Date: 2004-04-20Member: 28040Members, Squad Five Blue
If anyone wants to work on Jambi ( @SamusDroid ) just let me know... You can grab the file from the workshop folder and then send it to me. It technically still is a community map
Its not an occlusion geo issue.
There is a duplication of the spot lights in "skylights" (external lights outside of the ceiling windows)
Removing those excess lights will net you some more FPS
On top of this the lighting settings there can be tweaked a bit (spot lights) to gain additional FPS
Back from the dead!
I always told myself that if I were to re-work Jambi I would change skylights to fix the line of sight to prevent the engine from rendering multiple rooms when you look at a specific angle. I don't think the spot lights are causing the massive FPS drop.
That is the cause of most of the issues. If anyone else is reading this, check your sights on your maps.
Its not an occlusion geo issue.
There is a duplication of the spot lights in "skylights" (external lights outside of the ceiling windows)
Removing those excess lights will net you some more FPS
On top of this the lighting settings there can be tweaked a bit (spot lights) to gain additional FPS
Back from the dead!
I always told myself that if I were to re-work Jambi I would change skylights to fix the line of sight to prevent the engine from rendering multiple rooms when you look at a specific angle. I don't think the spot lights are causing the massive FPS drop.
That is the cause of most of the issues. If anyone else is reading this, check your sights on your maps.
-If one thing can be done easily is light set up. Provide spots for a skulk to hide in the dark. We just can't at the moment. That's why i hate Jambi (At the moment). Difficulty 1.
-Vents : make sure no marine can go in without a JP. Difficulty 2.
-"Hold X issue" but you know that already. Difficulty 3.
Ok I figured out the issue. If minimap zoom is set to 0.75, you can only see yourself and not other players/structures. If you change it back to (the default?) 0.5, all works fine. Only happens on ns2_jambi afaik.
xtcmenJoin Date: 2004-04-20Member: 28040Members, Squad Five Blue
You guys asked for it, @Mephilles delivered. After almost two years, Jambi received a much needed update:
- fixed stuckspots in Pipeworks
- fixed stuck spot in oxygenation vent
- fixed stuck spot in electrical core
- fixed stuck spot in waste recycling ceiling
- fixed stuck spot in gravity
- added missing geometry on the ceiling in gravity
- improved ladders in bay wing (you can easily climb up now)
- fixed that marine heads stick through the pub floor if they are in the vent
- you can not jump into baywing vent anymore as onos
- fixed some texture issues
- improved pathing
Expect some more improvements to come in the future.
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
@knorpelmann unfortunately the cause of that bug is unknown. However if you change the zoom of your minimap (I think it needs to be zoomed in to a certain extent) then everything should display normally.
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
Quick info. Jambi got another little update.
The update focused on removing some stuck spots, filling some holes, improving commander view a bit and removing those annoying collision geometry shards in trash ejection.
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
Small Jambi Update:
- fixed various location issues where buildings would not receive power
- changed the location borders in some rooms to be more intuitive (so a room changes with the doorway for example)
- cleared up the commander overview a little
- fixed a stuck spot near marine start
- fixed that you could hide a drifter in the red crate in pipeworks
Let's hope I didn't break anything, if more issues come up pls let me know.
Comments
Wow those look really good
I simply do not have the free time to do it.
Back from the dead!
I always told myself that if I were to re-work Jambi I would change skylights to fix the line of sight to prevent the engine from rendering multiple rooms when you look at a specific angle. I don't think the spot lights are causing the massive FPS drop.
That is the cause of most of the issues. If anyone else is reading this, check your sights on your maps.
-If one thing can be done easily is light set up. Provide spots for a skulk to hide in the dark. We just can't at the moment. That's why i hate Jambi (At the moment). Difficulty 1.
-Vents : make sure no marine can go in without a JP. Difficulty 2.
-"Hold X issue" but you know that already. Difficulty 3.
-Fixed Skylight / gravity /repair fps.
-Fixed Stuck Spots
-Marine Start IP
-Increased lighting a bit in gravity / repair
-Shameless self-advertising
It's lovely to see that you are keeping up work on one of NS2's best maps!
There is Cyst bug that makes the alien commander job painful.
Also this one (It may be the cause).
edit: he said he worked around it by changing map zoom.
Ok I figured out the issue. If minimap zoom is set to 0.75, you can only see yourself and not other players/structures. If you change it back to (the default?) 0.5, all works fine. Only happens on ns2_jambi afaik.
You can get inside the Bay Wing vent as an Onos. In most places of the vent you can't hit marines though.
- fixed stuckspots in Pipeworks
- fixed stuck spot in oxygenation vent
- fixed stuck spot in electrical core
- fixed stuck spot in waste recycling ceiling
- fixed stuck spot in gravity
- added missing geometry on the ceiling in gravity
- improved ladders in bay wing (you can easily climb up now)
- fixed that marine heads stick through the pub floor if they are in the vent
- you can not jump into baywing vent anymore as onos
- fixed some texture issues
- improved pathing
Expect some more improvements to come in the future.
EDIT: thx for deleting
The update focused on removing some stuck spots, filling some holes, improving commander view a bit and removing those annoying collision geometry shards in trash ejection.
- fixed various location issues where buildings would not receive power
- changed the location borders in some rooms to be more intuitive (so a room changes with the doorway for example)
- cleared up the commander overview a little
- fixed a stuck spot near marine start
- fixed that you could hide a drifter in the red crate in pipeworks
Let's hope I didn't break anything, if more issues come up pls let me know.