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ONS-Mothership
Posted: Mon Oct 02, 2006 7:22 pm
by zeus
An extremely visually stunning map. Someone put a lot of time and effort into this one. Which makes me wonder why my framerate sucks so much! If you are going to make a 32p ONS map, try to optimize it quite a bit. My rig is not top of the line, but it ain't no punk either. There were parts of the map where I averaged under 25 FPS.
Like I said, visually stunning. I never really got over 2500 particles, though that number seems to be a bit high for me.
Looking at the bases my Static Mesh count got over 170,000!!! That number is way to high.
There is a Levi, which should probably be removed. Sniper rifles as well.
There seems to be somewhere around 8 node setups. I only played the default setup.
Lots of Z action. It will probably be confusing at first. I know I had trouble finding some of the nodes. However, the map seems to be well balanced design wise.
Lots of vehicles. I am not sure if they are all appropriate. I have not looked at the lockers yet.
And the most annoying thing which should be removed immediately are these automatic cannons guarding the nodes and cores. There is a brain dead idea.
Thoughts?? Opinions???
Posted: Mon Oct 02, 2006 8:04 pm
by Urtho
If you're going to be working on this one and can actually make it work, I'll tip my hat to you as it runs like a dog for both players and servers. This map caused me no end of problems for my server when I ran it and was quickly pulled even though it is visually stunning as you say. The author really poured his heart into this one as it is a tremendous technical piece of work.
Sadly the gameplay is not good as all the z-axis action tends to confuse even veteran players as the map is a bit monotone in places with all the green. I kind of doubt it is salvagable but I'll be impressed if you can make something of it. I'd work on the performance problems at first more than anything as it causes severe FPS issues for players and lag spikes for servers and that is going to be a non-starter for most maps. Work from there if you're going to take this one on.
Posted: Mon Oct 02, 2006 9:55 pm
by zeus
I agree. That is why I pointed Wraith to this thread. If the FPS issues can't be solved it is not worth doing anything else to it.
I have not opened it up in the editor yet, so I don't know any of the details such as antiportals and collisions.
Posted: Tue Oct 03, 2006 3:27 am
by DW_Hornet
Try playing with Rmode 1, then to set it back use rmode 5.
Posted: Tue Oct 03, 2006 2:03 pm
by DW_Wraith
I'd be happy to take a peek and see what I can do. If you want, remove/change/add/whatever you want to do first, and I'll optimize it. If the landscape is too "green" you can always add another layer and paint in some more color, perhaps nodes on a certain level or on the higher levels have a different color, say more rock or barren look. I haven't seen the map ever, so if my suggestions are off-base, then know why....
Posted: Tue Oct 03, 2006 2:59 pm
by zeus
Well, I just took another brief look at it in the game (getting ready to open it in the editor). It looks like the bases are big FPS hogs. Especially when you get in the Raptor. The amount of static mesh triangles just goes crazy because you can see so much.
So, what I may do is cut the bases down quite a bit on the extraneous eyecandy.
The green issue is from lighting. So, that should not be too much of an issue to work on.
So, what I will probably do to start off is cut crap out of the bases and then cut those stupid automatic towers and go from there.
Lots of fog, but it blends really well.
Posted: Tue Oct 03, 2006 3:38 pm
by DW_Wraith
What kind of graphics card are you using Zeus? One thing to look for is to see whether the settings for the map itself are set too high. If its set to use the ultra settings, and you don't have a high end card, then things will be slow, and it "forces" the map to use the ultra settings, overriding your setting in the UT game itself for graphics quality. Arctic Conquest was set for ultra, and when I set it a notch down from ultra to high, I could see the changes it made when I lowered my graphics settings. Epic made it possible to have a visually stunning map if you had the graphics oomph to see it, while still catering to players who have cards that don't have as much power. Try setting it down if its on ultra, go as low as you want and see if it affects framerates on your system. I'm not at home now, but I believe the settings to look for is under level info, I will try to double check when I get home and post back this evening. (I just hate to see map detail removed if it can be made to work somehow.) Hope this helps...
Posted: Tue Oct 03, 2006 4:02 pm
by zeus
I will take a look when the wife gets off the PC.
My rig is an eMachines (I know) AMD Athlon 64 3400 with 1GB Ram and GeForce 6600 pci-e with 256DDR2 ram.
So, not anywhere close to top of the line, but not a 5200 running on a PIII either.
Though, since this map is about 2 years old, it probably would have been close to top of the line back then. That is one of the amazing things about this map.. lol..
Anything under 30 fps in unacceptable, and I would like to stay at least around 40 if possible, just to give you some breathing room.
Posted: Tue Oct 03, 2006 4:04 pm
by Zax_Gentoo_Box
Funny... my dad likes to keep the FPS around 50-80. Ya know, FPS could mean Frags Per Second.
Posted: Tue Oct 03, 2006 4:35 pm
by DW_e_aLpHa
- Dont think they are set high - I went tru the whole map with an ave of 40 -50 fps -- rmode 1 cleare shows a good set of anti-portals there but theres still a big freaking couple of extremly huge meshes that draw no matter where you are in the map -