ONS-MinusRhampedEdition
- Rhamp
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Re: ONS-MinusRhampedEdition
I just read it. It seems the buildings are super resource intensive due to their interiors, as they are each one large static mesh. If they weren't destroyable, they wouldn't need to be a single static mesh and antiportals could just be put inside the walls and problem solved. Due to how flat minus is, there isn't really anywhere antiportals could be placed that there aren't ones already without going overboard with small antiportal brushes. If its too laggy on the server, I can remove some of the outer destroyable buildings that are there mainly for decoration and won't impact gameplay too much if needed.
- pooty
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Re: ONS-MinusRhampedEdition
Did we ever optimize this?
- Rhamp
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Re: ONS-MinusRhampedEdition
Haven't gotten around to it since further optimization beyond what I already have done would require extensive work, either by making minus have hills to allow more antiportals, or by doing some 3d modeling voodoo magic of the buildings to reduce their polygon count. The reason the buildings are so resource intensive is that those buildings were converted in the editor from the combination of the existing building brushes/meshes and the brushes used to make the interiors. Static meshes created this way are known to be less optimized than if they were created externally. The good thing is that as the buildings are destroyed, the frame rate increases. Maybe load it up on the test server if you want to see how laggy it is on multiplayer.
- pooty
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Re: ONS-MinusRhampedEdition
Yeah it was pretty laggy on single user.
We can load it up on the test server and play with it. I like the concept. I mean maybe add a bunch of anti-portals and see.
We can load it up on the test server and play with it. I like the concept. I mean maybe add a bunch of anti-portals and see.
- Rhamp
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Re: ONS-MinusRhampedEdition
Did this ever get loaded on the test server? I'm curious to see how it would perform since the main server was able to handle minus-spammeup, and I lagged way worse on spammeup than I did on this map.
- pooty
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Re: ONS-MinusRhampedEdition
Not sure I can put it up there, but generally most of the "lag" was client side render and fps drop.
- Enyo
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Re: ONS-MinusRhampedEdition
I'm baffled... you piss and moan about MTMU being played too much and now you've Rhamped a version of it? Oh God, please no, just stop!
Stick to either updating crappy maps (i.e. make them not crappy) or get us some new ones. Nobody needs to spend any time coming up with another MTMU.
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
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- YEAAAHHHHHHHHHH
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Re: ONS-MinusRhampedEdition
I think the big difference with this one was the destructible buildings which hasn't really been done on our server yet.Enyo wrote: ↑Mon Sep 09, 2024 2:42 pmI'm baffled... you piss and moan about MTMU being played too much and now you've Rhamped a version of it? Oh God, please no, just stop!
Stick to either updating crappy maps (i.e. make them not crappy) or get us some new ones. Nobody needs to spend any time coming up with another MTMU.
- Rhamp
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Re: ONS-MinusRhampedEdition
Yep, this is more of a "tech demo" than anything that I made one day after I was bitching about playing Minus again, and someone told me I should make a rhamped version. Something about having a ton of mechs running around a city with the buildings getting blown up is appealing. The map looks and plays completely different as the buildings get destroyed, which that dynamic change in a map is something that isn't there on any other map. Most of the larger buildings have an interior that can fit vehicles, including levis, that allow for vehicles to camp inside or on top of the buildings. That is, until the enemy team gets sick of that camping railtank/levi/odin on the top of a building, and blows the building up.YEAAAHHHHHHHHHH wrote: ↑Mon Sep 09, 2024 9:22 pm I think the big difference with this one was the destructible buildings which hasn't really been done on our server yet.
- captainsnarf
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Re: ONS-MinusRhampedEdition
Did you test the destructable buildings on a server? That kind of thing usually requires some net interaction, like using KActors that replicate their physical properties. I had to make a custom KNetActor for ONS-SpankArena for the moveable boxes.