Rotcannon
Moderator: Nod_Nod_Nod
Rotcannon
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.
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.
Last edited by Rotacak on Sat Oct 27, 2007 12:30 pm, edited 2 times in total.
=\
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 !
- 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 !
Re: =\
Tubes - I jumped in and fps was higher than outside.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
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.
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
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
^^^^Sorry for my bad english :,(
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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.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
Contact Nexuiz developers! They have heavy modified the quake 3 engine and perhaps they know the problem of big map slowdown!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.
^^^^Sorry for my bad english :,(
---> This is Minchios. Copy Minchios into your signature to help him on this way to world domination.
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