ONS-MinusRhampedEdition
- Rhamp
- Posts: 535
- Joined: Sat Oct 21, 2023 9:15 pm
- Server Admin: Yes
Re: ONS-MinusRhampedEdition
They are assault destroyable objectives and a mover overlayed on top of each other, with the destroyable objective slightly larger so that it will be the object getting hit. In any non-assault gamemode, destroyable objectives can be damaged/destroyed by both teams. The mover and debris emitter are triggered by an event that fires when the destroyable objective is destroyed, and the mover passes beneath the ground through an antiportal and stays there for the rest of the game.
- Enyo
- Posts: 2445
- Joined: Mon Apr 05, 2021 11:27 pm
- Server Sponsor: Yes
- Server Admin: No
Re: ONS-MinusRhampedEdition
Ok, don’t realize the buildings exploded. But didn’t pooty say this map caused major drops in fps? Sounds interesting but not sure it sounds playable yet.
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
― Mark Twain
― Mark Twain
- Rhamp
- Posts: 535
- Joined: Sat Oct 21, 2023 9:15 pm
- Server Admin: Yes
Re: ONS-MinusRhampedEdition
Yea, thats why I was wanting to test it out on the test server. If it is still too laggy, then it would require a whole bunch of time to fix, but I'm hoping that since I lagged harder on minus-spammeup than I did on this, that the lag would be managable. Basically all the buildings are their own custom static meshes created with the editor's convert to static mesh option that fused the existing building's components together into a single static mesh for each building. These meshes are used by the mover and destroyable objective. The problem stems from the editor's abysmal triangle optimization (I don't think it even has any optimization whatsoever) when it converts to static mesh, hense the 100k+ triangles. The only fix would be to export every single building type from the editor, do some 3d modeling magic to smooth out the triangles (dammit Jim, I'm a software engineer, not a graphic designer), and somehow get the mesh back into the editor.
- McLovin
- Posts: 1677
- Joined: Sat Apr 03, 2021 12:54 pm
- Location: Salt Lake City, Utah
- Server Sponsor: Yes
- Server Admin: Yes
Re: ONS-MinusRhampedEdition
"Destructible buildings" OMGosh that does sound fun.
Would give a whole new meaning to "Rape the core." LOL
Would give a whole new meaning to "Rape the core." LOL
- Rhamp
- Posts: 535
- Joined: Sat Oct 21, 2023 9:15 pm
- Server Admin: Yes
Re: ONS-MinusRhampedEdition
Unfortunately the core parking garage and attached building isn't destroyable, as that would have major gameplay implications if it got blown up half way through. It has been modified to accomodate mechs though. I added two nodes near the middle inside of the two large buildings by the center, and those can be destroyed. Effectively, you can bring the entire building down on the node, making it much more exposed. Also I'm thinking of the situation where a mino is camping behind a building spamming a node, and the other team just says fuck it, and blows the building up. Now the mino is very exposed. Or the situation where a dragon or other flier is camping above a building popping the node every time the enemy team tries to build it. Now the other team can just delete the building and expose the flier.
The buildings also don't completely vanish into thin air when they get destroyed, they collapse spectacularly with particle effects and everything. They leave behind a pile of rubble and other various debris, providing partial cover.
The buildings also don't completely vanish into thin air when they get destroyed, they collapse spectacularly with particle effects and everything. They leave behind a pile of rubble and other various debris, providing partial cover.
- Enyo
- Posts: 2445
- Joined: Mon Apr 05, 2021 11:27 pm
- Server Sponsor: Yes
- Server Admin: No
Re: ONS-MinusRhampedEdition
Sounds cool if you can get it to work! If it doesn't play like crap, we could replace one of the old MTMU maps with it.
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
― Mark Twain
― Mark Twain
- pooty
- Posts: 6557
- Joined: Sat Apr 03, 2021 10:22 am
- Location: Florida
- Server Sponsor: Yes
- Server Admin: Yes
Re: ONS-MinusRhampedEdition
Loaded on the test server.
Definitely the 300,000 + static mesh triangles.
Is that from the Mothership in the middle? Maybe that needs to go, and just work on the buildings? I think I asked before but you'll need the antiportals.
Definitely the 300,000 + static mesh triangles.
Is that from the Mothership in the middle? Maybe that needs to go, and just work on the buildings? I think I asked before but you'll need the antiportals.
- Rhamp
- Posts: 535
- Joined: Sat Oct 21, 2023 9:15 pm
- Server Admin: Yes
Re: ONS-MinusRhampedEdition
So I tested it on the test server with the 64-bit client and it runs smoothly with 80+ fps across the whole map (I loaded up Dria-Randomizer after to compare my fps and my fps was slightly worse on Dria than it was anywhere on this map). The mothership has barely any triangles compared to the rest of the buildings, so I doubt removing it would do much. The buildings do infact go boom on the server, though it appears that the big nuke doesn't affect them. A mino or mech will still drop them in about half a minute of continous fire.
- Anonymous.
- Posts: 499
- Joined: Sat Jun 12, 2021 10:54 pm
Re: ONS-MinusRhampedEdition
Since this is essentially a plain without buildings to cull what is behind them, the only option is to reduce DistanceFogEnd and cull in that manner. From 25000 to 18000 is a reasonable start and dramatically improves FPS at the core, around a 50% increase. However it will not be as effective from the middle as the frustum is already low there, warranting potentially even lower fog distance.
- Anonymous.
- Posts: 499
- Joined: Sat Jun 12, 2021 10:54 pm
Re: ONS-MinusRhampedEdition
https://www.mediafire.com/file/s8or17bt ... 2.uz2/file
- Changed DistanceFogEnd to 16000, DistanceFogStart to 100 (stylistic choice)
- Removed antiportals inside the ship
- Miscellaneous fixes