Release - SP Capuzzo - 3 maps


(ronboy) #41

[QUOTE=KeMoN;389982]I tested the campaign and I have a perfect amount of constant 90 FPS. Could you give us a number of what you consider as bad fps amount?

I really want to congratulate you to the section with the ambush. The terrain is really nicely done and also the whole ambush is pretty astonishing. The most awesome part was when I noticed the small room in the trenches. That is really great work. I have to admit I was searching like 10 seconds the pliers in my inventory to repair the truck :smiley: until I recognized the tool box in the shelter. Really nice idea the whole section and really nicely done!
Great job. Keep them coming like this one :)[/QUOTE]

The fps can go down as low as 7 on my computer. It’s strange that the other 2 maps in this mappack don’t have this problem.


(-SSF-Sage) #42

Thanks KeMoN! Very glad to hear that I managed to give the feeling about it what I wanted. :stuck_out_tongue:

Hmm Ronboy, have you tried again or was it just that one time you played? Do you have the old version in your files? It’s very important for me to know if this happened or happen with the old version too? The FPS should in theory be about the same as in original RTCW, and this is the first time I hear otherwise. :confused: I cannot reproduce no matter how I try.

Ps. I’m having a good spree. Am closing on finishing the next map aswell (tobruk1). Visually it is ready (and looks really great), some bugs and scripting to do. Tobruk2 is not as ready, but am putting all my concentration on first now. And the discussion about the special map is going on with Pegazus… :wink:


(ronboy) #43

Hey Sage. I got low fps in the old version of the map “City” too. I wouldn’t worry about it, because I think I know what’s wrong.
It’s not really the map’s fault, but rather the OS I’m running: Windows 7.


(PuNkReAS*) #44

I played. loved it! :slight_smile: I hope will be continued … :slight_smile:


(-SSF-Sage) #45

Hmm Ronboy, damnn! :confused: I would figure it should be in all maps then. Airport and City are quite identical in all matters of assets, they share same shaders and such, and airport uses more of them. I have win7 on both my laptop and pc so it’s not that and i not once had lag because of it.

So I don’t really understand what is wrong, it should be optimised down to very last brush and entity over the last 4 years (even that one accidental cam file just before compile :D). I know every single entity and face in the map.

tzs, thanks!


(.Chris.) #46

What’s the rest of his machine like? The OS wouldn’t be first thing I’d check…


(ronboy) #47

If it’s not the OS, than it must be my video card/processor. I’ll post the details of my computer tomorrow. (I’m on a different computer now, and don’t have time at the moment to check.)


(ronboy) #48

Ok, here’s the info on my Windows 7 PC.

Processor: AMD Athlon II X2 260 3.20 GHz
RAM: 4.00 GB
System Type: 64- bit
Hard Drive Space: 874 GB free of 931 GB

I believe the graphics card is an AMD Radeon HD 6450, if I’m not mistaken. As you can see, it’s a high end computer, so I don’t understand why some Rtcw Sp maps have low fps for me. :confused:


(vicpas) #49

Hello, {SSF} Sage.
Some suggestions:
1 - You can place areaportal texture in the doors where has closed ambient to improve FPS.
2 - You can place trigger_aidoor with ai_markers in the doors to avoid that they close and push the player when he is near them.


(-SSF-Sage) #50

Thanks but:
1- Houses are detailed for small visdata and low portal count. Terrain shape (skybox brushes) does only visblocking.
2- I’ll see. Have not really bothered me much tho. And you probably mean push the AI?

Ronboy: You have ok system. About the same as I have on my laptop (win7 too), which I currently use on mapping. You should be running stable 90 FPS on city with that on full gfx easily. Q3 games usually lags easily when everything is not perfect on your drivers. So update/downgrade your gfx drivers or something. I get 120-150 uncapped fps on city with my laptop.


(vicpas) #51

Hello, {SSF}Sage.

[/b]You wrote:
And you probably mean push the AI?
I write:[b]
Yes, i was firing with two soldier and the door pushed me into to the room.


(-SSF-Sage) #52

Oh yeah. You are right Vicpas. I’ll fix them, thanks. :slight_smile:


(ronboy) #53

I’ll try updating my graphics drivers. Maybe that will fix the problem.


(Dave1988) #54

Hi, boys. Sage, much better than previous version. Fixed ailments (at least, I noticed nothing wrong) from previous version. Especially, I appreciate added desert uniforms and third level - looks exotically, line of Krauts firing from entrenchment hard to overrun, but last level could be longer. Keep on such good work. Regards, Dave.


(-SSF-Sage) #55

Thanks Dave! Yeah I agree that third map could be longer. I wanted to give an impression that it is small hidden spot that allies don’t know about. So it came as a total surprise. That’s why I had to keep it like “any random part in the valleys”. That’s why it’s small. I for long thought about adding an extra team of axis coming by road with truck or something, but gave up on it near the release. The idea is still open thought.

Ps.
I think if I’m going to progress well, I’ll go out next time with 2 new maps (and fixes for old maps ofc). Currently I have otherwise ready new map but without much of scripts and AI yet. I’ve scripted few bots so far. But little time to work on it atm.


(Dave1988) #56

Hello, Sage. I appreciate your endeavour in making SP maps for RTCW. I´m not map maker, but I think that your Capuzzo mappack is very well processed. As I wrote in my last message - I noticed anything wrong. Size of first and second missions is suitable, only third mission is short, but looks nice (and I have some work to find small bunker underground and tool set :slight_smile: ). As I replied to Vicpas many times - I´d say that some maps are VERY short, good, have good base for some story too, but just short. Vicpas replied me that engine or what…Doesn´t permit him to make longer maps with more troops etc. But there are very long projects about RTCW - Iron Cross, Ghosts of War etc. Vicpas told me that these were released by Russians who are not willing to divulge their secret about making long RTCW maps…Anyhow - I´m pleased by your work and wish good luck with making next 2 new maps. Dave1988.


(Dave1988) #57

And as I offered to Vicpas - if anyone of you, map makers would need some help, it will be my pleasure to help you. Although I can´t make mappacks, I´m a specialist to World War 2 and may help with stories, texts, translation from and to German, Russian or Czech. If you are interested in - post my email - soudruhdada@seznam.cz


(-SSF-Sage) #58

Thanks for the offer Dave. :smiley:

Making longer maps put big pressure on very clean and optimised work and to create the maps limitations in mind from the beginning. As the two first map were originally created for ET, it was not very easy. Also making big open terrains (especially alphamod blendings) cut down possible lenght a lot compared creating regular city maps, because the amount of randomly stretched triangles is big. Originally the two maps was one map in ET, but had to cut it down because I went over the face limit for AAS like 4 times in first test compile. The two maps are still close to a few limits.

Also huge difference is that if you remove the dead AI models in some time. I decided not to. Dead AI models are drawn everywhere.

The third map I created totally from scratch for SP and I could have pushed for a lot longer, but I did not think it would suit my idea. I was nowhere near any limits. It is not supposed to be a part of a mission, think of it like it was not supposed to happen. It’s just a speedbumb on the road for the next real map.

Ps. I’m close to halfway on the scripting for the 4th map. I’ll post some screenies later. :wink:

So the secret for longer maps would be:

  1. Keep it clean and optimised
  2. Have the limitation in mind every day of your progress from the start
  3. Do not go for complex terrain and keep the triangle size big if you have to (128-256)
  4. The cleaner clips and less SOLID material you have the better. Snap to grid. Don’t free rotate.
  5. Keep shader count small, lightmapped especially (r_lightmap 1 helps)
  6. Optimise every step you go
  7. Remove dead AI models at some point
  8. Optimise!
  9. Test often and check all the numbers often
  10. Anything else that my tired mind filters now… oh yeah and optimise. :smiley:

(Dave1988) #59

Ok, I´m understand - not all technical facts, but I´m understand that It´s a hard work. But what the hell Russians did that they were able to make such masterpieces? And what about creation of normal smaller maps, but more maps in mappacks? 6 maps in 1 mappack - connected into some story for example. And what do you need for making RTCW maps? Which program or what…? Is possible to make some small RTCW SP map for normal player without experiences?


(Eugeny) #60

for creating maps using the program or WolfRadiant GTKRadiant