Stupidly Low FPS in a map of matchbox


(denizsi) #1

I made this small square room which is around 500 units on the sides. I was just working on single & multiple staged constructions. Everything works fine script-wise but in such a small room, totally devoid of any geometrical detail, I get about 20-30 fps which drives me insance. One simple square room with one simple rectangular dynawall, that’s all.
I’m working on a large map with a sh.tload of detail and it doesn’t even fall under 50 FPS on my sucky ancient video card (V3 3500). Additionally, except for Radar all the ET maps work fine either.
What could be the problem?


(kevinski) #2

I have problems with Radar, too, and you’re probably not gonna get an answer that will actually help you resolve that problem. I’m using a 64MB GeForce2, and - needless to say - I get horrible framerates on most of the ET maps included with the game. Well, at least, in comparison to the ones in RtCW.

In the case of Radar, people tell me to disable the rain, since it really slams the FPS. Disabling the rain maybe yields 1-2 additional FPS, so that isn’t an issue. Honestly, I think the main problem with Radar is the foliage, which I’ve heard doesn’t even appear for most people from far distances. I wish they’d just take it out.

Why? Well, a bunch of amateur mappers try to overuse it, and they end up making stupid errors like having foliage growing out of boxes, or other places that it just looks really, really horrid.

Anyway, you’ll need to use structural and detail brushes correctly to partially resolve your problem. I honestly can’t tell you how to do this, as I’m new to mapping, as well. Also, there are other methods of fixing this problem. It involves using certain types of brushes to ‘hide’ details that don’t need to be rendered. The Quake III engine renders a lot of things that it shouldn’t, so you need to work around them manually. For instance, if you have a wall, then a bunch of brushed right on the other side of it, it’s likely rendering those things that aren’t even visible yet.


(denizsi) #3

well, thanks for trying :slight_smile: but you didn’t get my point :frowning:
here is the problem again (just in case anyone else will misunderstand):

  • There’s a small room with 4 single walls and one floor and one ceiling. No leaks.

  • There’s an additional lonely single wall in it, which is constructible_class 2, with a set of crates nearby to reconstruct it just in case some Allied ass will destroy the wall. And one more brushwork which is “damaged wall” which spawns when the wall is destroyed, and one for the transparency effect while reconstructing it. Anyway, there’s no problem with the script, it works flawlessly.

To sum it up, there are 6 structural brushes + one func_constructible wall + func_static wall + script_mover wall + crates + triggers’n clips stuff for the script to work.

That’s it.

And FPS is… well showfps says it’s between 45-60 last time I tried, but it’s so sluggish, that’s simply impossible. Considering a possible slowdown on my system, I join in a game and it no slowdowns…

I’ve zipped .map and .script and uploaded to here:
http://beyincik.host.sk/exiled/ada.zip

damn I need some help, this makes no sense!


(Thej) #4

type in the console when u run the map /r_speeds 1

and let us know what the values are that have a / between them.


(denizsi) #5

I did what you say, and they was repeatedly switching between 3666/3768 and 3668/3770. But the real weird thing, this time it wasn’t sluggy at all and fps was 80-90. It’s like someone’s f.ing up with me. My system resources were high on each time I tried, but just this time it was fast as it should be. Very strange


(Wils) #6

Had you closed down radiant to run the map?

If it occurs again, try running without the map script to see if there’s something in there that’s causing the slowdown.


(denizsi) #7

so far, it hasn’t occured again, and no, Radiant wasn’t open while map testing. I don’t think the script might cause it but here it is anyway:

burzum
{
spawn
{
wm_axis_respawntime 3
wm_allied_respawntime 3
wm_set_round_timelimit 15
wm_setwinner 0
}
}

wiregates
{
spawn
{
wait 200
constructible_class 2
setstate wire1 default
setstate wire2 invisible
setstate wirex invisible
setstate wires invisible
}

death
{
	setstate wire1 invisible
	setstate wire2 default
	setstate wirex default
	wm_announce "Tel Kapi Uctu"
}

buildstart final
{
	setstate wires default
	wm_announce "Tel Kapi Kondu Konacak!.."
}

built final
{
	setstate wire1 default
	setstate wire2 invisible
	setstate wirex invisible
	setstate wires invisible
	wm_announce "Tel Kapi Kondu"
}

}

also, just remembered, respawntimes didn’t work.