Page 1 of 2

Rotcannon

Posted: Mon Oct 01, 2007 1:02 am
by Rotacak
In beta 9 are new two small basements. Spectacor stuck, when he want go there. I don't know if it's good idea creatie basement in rotcannon. We will see.

If is in new version something more bad than old version, tell me what.

Main problem is fps, but I don't know what cause so low fps. I must make few test versions.

Posted: Mon Oct 01, 2007 8:18 am
by _MaC_
i think the low fps is caused by huge open space = a lot of textures in same time, cant fix it imho

Posted: Mon Oct 01, 2007 11:31 am
by Rotacak
Yes, but in beta 7 was fps OK. Low was only when humans spent all BP around green room.

=\

Posted: Mon Oct 01, 2007 4:17 pm
by ramos
Iv spec the game in test and here are mi results/opinions:
- small fps in tubes / beter delet them they got no sesnse being ther
- smal fps near lights / beter delete light and leave the panels
- smal fps near green / i dunno i realy like green
- small fps if thers buildings in open space


and the basement is a good ideea =D just that it has to have 2 ways of geting insaid to be more balanced !

Posted: Mon Oct 01, 2007 5:08 pm
by El-Mejo
put second entrance pf basement near vegetables under che ladder of red-blue room!

Re: =\

Posted: Mon Oct 01, 2007 6:39 pm
by Rotacak
ramos wrote:Iv spec the game in test and here are mi results/opinions:
- small fps in tubes / beter delet them they got no sesnse being ther
- smal fps near lights / beter delete light and leave the panels
- smal fps near green / i dunno i realy like green
- small fps if thers buildings in open space
Tubes - I jumped in and fps was higher than outside.

Lights - there are added only panels. Lights are there from beta 1 i think.

Green room - small fps around, when is there lot of buildings - thats ok.

Small fps in open space - that is the problem.

Posted: Mon Oct 01, 2007 9:40 pm
by El-Mejo
i think is a problem of the IdTech 3 engine.
The problem of open space is the same of IdTech 4 (doom3\quake4) and Idsoftware have create the Megatexture tecnology for bypass this problem.

Because we can't modify the engine of trem for only this map, the solution are the utilization of the most big texture as possible for outdoor(2048x2048).
This is the only way to fix the problem! (if the problem are the texture)

Try to use big textures for test :D

Posted: Mon Oct 01, 2007 10:32 pm
by Leinard
I thunk the mao is really great! :D
but i dont know very much about fps, sorry i cant help

Posted: Sat Oct 06, 2007 4:09 pm
by Rotacak
El-Mejo wrote:i think is a problem of the IdTech 3 engine.
The problem of open space is the same of IdTech 4 (doom3\quake4) and Idsoftware have create the Megatexture tecnology for bypass this problem.

Because we can't modify the engine of trem for only this map, the solution are the utilization of the most big texture as possible for outdoor(2048x2048).
This is the only way to fix the problem! (if the problem are the texture)

Try to use big textures for test :D
I tested it bud nothing much happen. In beta 7 was all ok, and there is same open space. In beta 8 was added: panels in corners, tubes in ground, plants and different floor in bases.

Posted: Sun Oct 07, 2007 8:12 am
by El-Mejo
Rotacak wrote:
I tested it bud nothing much happen. In beta 7 was all ok, and there is same open space. In beta 8 was added: panels in corners, tubes in ground, plants and different floor in bases.
Contact Nexuiz developers! They have heavy modified the quake 3 engine and perhaps they know the problem of big map slowdown!

Posted: Tue Oct 16, 2007 10:49 pm
by Rotacak
I want to remove basement because I want keep this map simply. What about you? Vote it.

Posted: Tue Oct 16, 2007 10:52 pm
by kaotaja
Rotacak wrote:I want to remove basement because I want keep this map simply. What about you? Vote it.
Agree

Posted: Wed Oct 17, 2007 5:17 am
by Union
The basement = bad lag. The ramps up to red / blue rooms get horrible fps when humans build there :(

Posted: Thu Oct 18, 2007 12:45 am
by Jalaco
hmmm... maybe you could have the current rotcannon as like rotcannon delux and make a rotcannon classic maybe maybe not

\\^// Jalaco \\^//

Posted: Thu Oct 18, 2007 1:06 am
by ramos
Jalaco wrote:hmmm... maybe you could have the current rotcannon as like rotcannon delux and make a rotcannon classic maybe maybe not

\\^// Jalaco \\^//

I agree wit jalaco =D