Hmm going to have to dig up ye RTCW def file for trigger_flagonly and see what happens when it’s dumped. If it triggers when someone has the objective but doesn’t remove the objective then that’s interesting to know 
Actually I think that must be right - I did a bit of scripting on heavy water with surrender dotty and he wanted a key to open a door but it wasn’t the final objective.
This meant after you opened the door you kept running around with a giant ‘shoot me I’m here’ sign above your head!
The Well Of Youth - Official BETA
O_o…so many posts to read…I’m Austrian, so I really have to read all your stuff slowly to understand your words right 
So give me some time and I think I know what you all mean instead of the general fps-problem… 
The problem is that I’ve spent 14 months to create the map and there was a lot of unused time cause I had to work a lot…so I have enough time spent on this map…I’ll fix the bugs some players have found and try to reduce some sprites at the waterfall…but I’ve no time to fix the whole map…like it sounds I have to…
It would be nice if somebody of you could write a list of the bugs, cause it is hard for me to read all those posts and to understand them…of course I read the last ones, I really want to know what you dis/like on the map…but some of the posts where just not understandable for me…
Sort out a better commandmap
…means I have to do a better one?
(cause I made that in 20 minutes I think…) so I would understand it 
just think it needs that extra bit of loving to make it really playable.
I know what you mean…I changed the map a lot of times…and I tried to finish it…but there is just no love left to work on it…of course a little bit to finish it, but I’m done with it generally…
@PS.:
I played the map on a server with 8 players and I never had low fps while playing…the counter showed not that good fps, but I didn’t realized them at the game…
I know how you feel - it really takes a long time to finish off a map, even at the level where it’s ‘all’ in and you can play it properly (take helmsdeep - people ask me why I’ve still got another version to do!).
But, it can make all the difference.
The main problem is I would assume you (Rought) have a decent / fast computer setup - and this can be a problem. If you map to your own system (and let’s face it - who doesn’t?) - it causes problems for anyone with a slower computer than you. The faster your own computer, the more people who have a slower computer than you.
If you haven’t the patience, then I understand, but it’s a bit sad because the map itself is very nice.
Ive decided Im going to redo the mist at the bottom of the main waterfall, and although in the rtcw test map I built it in, I was getting a minimum of 70fps when filling the screen with those water sprites, I do have a powerful machine, and neglected to consider how other players systems would cope with it, so sorry about that guys.
I`ll pm rought when I have fixed this, which won`t take long so I should get it done within a day or two, and he can dl the test map and simply copy over the func_group which is a lot easier then dealing with hundreds of ungrouped brushes.
actually thinking about it, I`ll include in the test map, a few different versions of it, each with less sprites (deformvertexes autosprite brushes) and he can choose which he thinks will be best.
ironically it was the mist that rought first asked me to help him with, and I did take a long time to develop the lightmapped water falls and a few other test maps with various pools of water, so sorry rought that I`ve ended up delaying you further with this.
I agree, it is a very nice map and I love all the little details like the spiraling on the column, the flickering lights, very cool.
some ideas:
-
Taking cup to the well makes it a ‘delivered objective’. When it is delivered to the well, a ‘new’ cup is immediately taken from the same location. If allies lose this second cup, it is returned to the well and they must take it from here again. Also maybe make the cup a bit bigger, more like a challis?
-
Make the wall by the Well a dynamite objective. Alternatively it could be a satchel objective that Axis can rebuild.
http://clanoxygen.com/hiroshima/dynamitewall1.jpg -
The floating construction crates by the rope bridge.
http://clanoxygen.com/hiroshima/floatingcrates1.jpg -
When hosting well_d as single map objetive the cup appears as it should. However when part of a campaign it becomes a RGB xyz axis missing model.
http://clanoxygen.com/hiroshima/missingcupmodel1.jpg
http://clanoxygen.com/hiroshima/missingcupmodel2.jpg -
There is a missing light texture in one of the tunnels in same circumstance as above.
http://clanoxygen.com/hiroshima/missinglighttexture.jpg -
It is not obvious where the final delivery point for the full cup is, perhaps something simple as a truck behind the allied spawn with a red cup transparancy in the back?
If you can fix these problems and ratty can improve the fps of water spray this will be a great map!
Im pretty sure I can improve the fps of the water spray, but Im not sure whether it will look as good, although I`ll do my best and hopefully better fps will make up for any less loss in quality.
I`ve reduced the number of water sprites in the main waterfall room from 866 to 150 and simplified the shader so it is hopefully less taxing on the cpu.
although there are more phase versions of the shader to help reduce the pulsating patterns, so they should now look more random, which I don`t think will affect the cpu… can anyone confirm this works in theory?
example of the original water sprite shaders:
// waterfall sprays
textures/rought/waterfall_spray1
{
qer_editorimage textures/_ratty_terrain/water_spray01.tga
q3map_globaltexture
deformvertexes autosprite
surfaceparm pointlight
surfaceparm nonsolid
surfaceparm nomarks
surfaceparm nodlight
surfaceparm trans
cull disable
{
clampmap textures/_ratty_terrain/water_spray01.tga
alphagen wave sin 1 0.4 0 0.8
tcmod stretch sin 1 0.1 0 1
tcmod rotate 400
blendfunc gl_src_alpha gl_one
}
}
textures/rought/waterfall_spray2
{
qer_editorimage textures/_ratty_terrain/water_spray01.tga
q3map_globaltexture
deformvertexes autosprite
surfaceparm pointlight
surfaceparm nonsolid
surfaceparm nomarks
surfaceparm nodlight
surfaceparm trans
cull disable
{
clampmap textures/_ratty_terrain/water_spray01.tga
alphagen wave sin 1 0.4 0.1 0.8
tcmod stretch sin 1 0.1 0.2 1
tcmod rotate -400
blendfunc gl_src_alpha gl_one
}
}
example of the new water sprite shaders which now has 6 phase versions:
textures/rought/waterfall_spray1
{
qer_editorimage textures/_ratty_terrain/water_spray01.tga
q3map_globaltexture
deformvertexes autosprite
surfaceparm pointlight
surfaceparm nonsolid
surfaceparm nomarks
surfaceparm nodlight
surfaceparm trans
cull disable
{
clampmap textures/_ratty_terrain/water_spray01.tga
rgbgen wave sin 0.06 0.04 0 0.8
tcmod rotate 400
blendfunc add
}
}
textures/rought/waterfall_spray2
{
qer_editorimage textures/_ratty_terrain/water_spray01.tga
q3map_globaltexture
deformvertexes autosprite
surfaceparm pointlight
surfaceparm nonsolid
surfaceparm nomarks
surfaceparm nodlight
surfaceparm trans
cull disable
{
clampmap textures/_ratty_terrain/water_spray01.tga
rgbgen wave sin 0.06 0.04 0.2 0.8
tcmod rotate -400
blendfunc add
}
}
from the tests Ive done it seems to improve fps but Ive got a quite powerful system so its difficult to tell, but the good news is I actually think the new effect looks more natural as the additive blending has made it look more blue and I used really subtle values so its less of a blinding white now, although it`s still quite bright when looking down the length of the room.