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Author Topic: CTF map: oasago2 (Beta 4)  (Read 83666 times)
zuma
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« Reply #25 on: September 19, 2008, 06:03:34 AM »

could you do something to optimize FPS? its gets really low.
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Neon_Knight
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« Reply #26 on: September 19, 2008, 06:38:13 AM »

TFC was a funny map contest. Grin
I wonder when we can do something like that at OpenArena. Grin (A map contest, obviously Tongue)
It will be the "Make Something OpenArena Contest" 2KX lol...

Offtopic apart, a great map, sad you had to change the Prox Launcher for the whiners.
Let's see the new version.
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« Reply #27 on: September 19, 2008, 07:03:39 AM »

Offtopic apart, a great map, sad you had to change the Prox Launcher for the whiners.
Let's see the new version.
I just realized that the first post still only has a link to Final+3 (2f3). The 2f6 link was hidden in a later post.

About the prox launcher:
I never really wanted to change the map but the granade launcher there was just so underpowered and unused that I needed to try something else. Now I use the Rocket Launcher meaning that there is 6-7 rocket launchers in the map (depending on the gametype) and that might not be ideal either.

Performance wise the map has always had a tris count 3-4 times to high. I have reduced it a little since the initial release but it is in large due to the openness of the map; some might call it flawed by design for that reason. It may be possible to improve a little further by replacing the windows by models.
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sago007
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« Reply #28 on: December 09, 2008, 06:23:48 PM »

A new version (Final +0.7). Nothing but optimizations...

Changelog:
Reduced CPU load and memory usage (might improve performance on lower end systems)
Improved compile time (-90%)
Improved size (-1 MB)

I has expected an fps increase of 50% or more but on my machine it kept between 210-300 fps like 2f6.

I'll post a zip file in the commit section before the next release if I forget it please remind me.

EDIT:
I have already noticed a lot of missing brushes. A 2f8 will arrive soon. Unfortunately it looks like the performance have not improved at all.
« Last Edit: December 10, 2008, 12:50:43 PM by sago007 » Logged

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zuma
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« Reply #29 on: December 15, 2008, 10:03:54 AM »

We need this till the OA-Clanleague starts- either in new OA version (doubt) or as standalone pk3.
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christooss
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« Reply #30 on: December 21, 2008, 02:17:32 AM »

oasago2 is realy great ctf map.

Which version is included in 0.8.1 OA?
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sago007
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« Reply #31 on: December 21, 2008, 10:41:10 AM »

oasago2 is realy great ctf map.

Which version is included in 0.8.1 OA?
Thanks

0.8.1 includes oasago2f6. oasago2f7 is currently very buggy.
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PsYthe
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« Reply #32 on: December 21, 2008, 11:31:54 AM »

acc_dm5/woodenbarrier would make a good texture for the windows, instead of 3 or 4 brushes each window could have one texture drawn, you could even indent the brush a little bit into the wall and make it cover every window on a building with one brush. Could help fps lots. All those blocks on top of the castles probably hurt it a lot too, they go with the theme but drop fps some.

Also, you could consider merging the 2 brushes that make the "doors" around the flag area (the wooden door things) into one brush, that might help some too.
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Neon_Knight
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« Reply #33 on: December 24, 2008, 11:58:11 AM »

Can you rise obelisks a little bit from the floor? Yesterday at OAA Server we've playing Harvester for first time, and obelisks are so buried in floor that they weren't visible at all.


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« Reply #34 on: December 24, 2008, 05:15:51 PM »

I know about the obelisk placement and have also talked about it with leileilol. The obelisks in oasago2 is placed so they match Team Arena's obelisk models. Therefore I believe that it is the models that should be moved up (to keep compatibility with as many existing Team Arena maps as possible). leileilol agreed but also noticed that there are limited possibilities to place the models correctly with the current blender export plugins and that it can only be aligned by trial and error.

All maps I have created or changed suffer from the same problem.
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« Reply #35 on: December 25, 2008, 05:43:03 PM »

oasago2f8 is up.

Replaced non reachable windows with textures. (as suggested by PsYthe)
Changed lightning (I am not satisfied and will have to work more on it)
Merged lots of brushes.
Changed bsp size.
Experimented with compile variables.
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« Reply #36 on: January 05, 2009, 01:09:45 PM »

oasago2f9 is up

More light
Better brushes (= better vis)
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dash9
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« Reply #37 on: January 08, 2009, 10:01:02 PM »

oasago2f9 is up

More light
Better brushes (= better vis)
With the default OA q3config.cfg, r_mode -1 and:
./openarena-0.8.1/openarena.x86_64 +map oasago2f9 +cg_drawfps 1 +com_maxfps 500 +r_customwidth 2560 +r_customheight 1600

If I go under the bridge and look up (at the bridge), I get a fps value, now the strange thing is that if I zoom in, that value is significantly lower, even though there is only a single wall visible. Any idea why?
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ikao
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« Reply #38 on: January 13, 2009, 05:57:02 PM »

I think Oasago2 is the best ctf map in OA, but its fun has decreased in time, IMHO. As much as I like rockets, grenades and especially prox mines added to gameplay. The extra rocket doesn't add anything. Maybe for prox mines a smaller ammunition would help to deter people that actively prox camp, but it is not like you couldn't outrun the explosion or rocket the mines away easily anyways.

If you want to tackle overpowered weapons you should watch the raygun. It is fast to kill when in close quarters and players get it right after spawning. It also has a lot of ammunition. This is okay in all rockets and instagib but IMO people should be penalized for dying, not rewarded. The machinegun is more than enough to chase after you until they can get some weapon.
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« Reply #39 on: January 14, 2009, 05:02:52 PM »

@dash9
I have no idea, I cannot reproduce it myself.

@ikao
I still don't know what should replace the grenade launcher place. I didn't want to place another rocket launcher there but the spot was worthless as it was.
About the penalizing players for dying. I don't like it, it is a team game people should focus on helping the team not staying alive. The map is small it takes few seconds to do a capture and the machine gun is just not good enough for that. I moved the rail gun in 0.8.1 so that the player had to move away from its spawn point to camp the flag. Some might consider it overpowered but the alternative is to underpower it and I don't want to do that either as it would virtually remove it from the map, reducing the map to 3 weapons.
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Cacatoes
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« Reply #40 on: January 15, 2009, 02:40:52 AM »

What about bringing back grenade launcher ?
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Peter Silie
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« Reply #41 on: January 15, 2009, 03:30:20 PM »

What about bringing back grenade launcher ?

that would be nice!
and maybe a nailgun at the "railplattform" replacing the plasma?
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Neon_Knight
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« Reply #42 on: January 15, 2009, 04:01:21 PM »

I'm a declarated NailFan (Tongue) but I think a Nailgun there will complicate things while hunting down campers. Same as putting shotgun, you're giving them the chance to live longer.
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Peter Silie
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« Reply #43 on: January 15, 2009, 05:08:21 PM »

thats right, but maybe we could test the gameplay at the betamaps-server?
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ikao
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« Reply #44 on: January 19, 2009, 05:54:15 AM »

BTW, I meant to say that the *lightning* gun was overpowered, not the rail. The LG and two sets of ammo.
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[uM]Cyberdemon
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« Reply #45 on: January 19, 2009, 08:44:47 AM »

hello, i am a big fan of your great map, though it's based on ut2004 Tongue


i downloaded the latest version of the map f9 ! then i tried to compile it to a bsp with q3map2,  and got many errors. that already happened with earlier versions (f6 e.g.). i compiled oa_ctf4ish successfully and i begin to believe that it could be some options/configurations i havent noticed, yet.


the error says: C:\q3map2build>"F:\gtkradiant 1.5.0\q3map2.exe" -fs_basepath "E:\OpenArena" -fs_
game "baseoa" -game "OA" "E:\OpenArena\baseoa\maps\oasago2f9.map"
2.5.17
1 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant    - v1.5.0 Apr 26 2007 19:01:46
Last one turns the lights off
VFS Init: E:/OpenArena/baseoa/
VFS Init: E:/OpenArena/baseq3/

--- BSP ---
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/common.shader
entering scripts/detailtest.shader
entering scripts/oasky.shader
entering scripts/beams.shader
entering scripts/liquid_lavas.shader
entering scripts/liquid_water.shader
entering scripts/oalite.shader
entering scripts/oaflares.shader
entering scripts/oanew.shader
entering scripts/oa_fogs.shader
Script file scripts/quark.shader was not found
entering scripts/evil8.shader
entering scripts/clown.shader
entering scripts/clown2.shader
entering scripts/mc-oa.shader
entering scripts/terrain.shader
entering scripts/oasfx.shader
entering scripts/nki.shader
entering scripts/islandctf.shader
entering scripts/suction.shader
entering scripts/czest.shader
entering scripts/acc.shader
Loading E:\OpenArena\baseoa\maps\oasago2f9.map
entering E:\OpenArena\baseoa\maps\oasago2f9.map
WARNING: Couldn't find image for shader textures/NULL
Entity 0 (worldspawn) has lightmap scale of 1.2000
        0 areaportals
Size: -4504, -3976,  -888 to  4656,  3368,  1640
block size = { 1024 1024 1024 }
      827 leafs filled
writing E:\OpenArena\baseoa\maps\oasago2f9.prt
************ ERROR ************
WindingFromDrawSurf failed: MAX_POINTS_ON_WINDING exceeded

C:\q3map2build>"F:\gtkradiant 1.5.0\q3map2.exe" -fs_basepath "E:\OpenArena" -fs_
game "baseoa" -game "OA" -vis "E:\OpenArena\baseoa\maps\oasago2f9.map"
2.5.17
1 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant    - v1.5.0 Apr 26 2007 19:01:46
Last one turns the lights off
VFS Init: E:/OpenArena/baseoa/
VFS Init: E:/OpenArena/baseq3/

--- Vis ---
Loading E:\OpenArena\baseoa\maps\oasago2f9.bsp
************ ERROR ************
Error opening E:\OpenArena\baseoa\maps\oasago2f9.bsp: No such file or directory




any ideas, i read that this error appears when there are to many brushes at one axis. but you already compiled this one successfully Smiley so it must be my setup i think
« Last Edit: January 19, 2009, 08:46:21 AM by [uM]Cyberdemon » Logged

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sago007
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« Reply #46 on: January 19, 2009, 10:48:27 AM »

I currently use NetRadiant that has a slightly different q3map2 compiler. I have posted my compile options in the GamePak for NetRadiant thread (they are in the pack).

My best guess is that your version of q3map2 has other limits than the version I have. However f8+ should have been much less demanding for the compiler so it is a mystery to me.
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sago007
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« Reply #47 on: January 26, 2009, 12:31:23 AM »

Back in beta with the most different version ever.

Trying to solve the S-shape problem.

Code:
New in Beta 4
-------------
Back in beta stage...
Redone layout to make it easier for the engine to optimize it:
Closed windows to block vis.
All buildings block vis.
Added seperation between the two halfs - blocks vis.
Changed layout of buildings to block more vis.
Granade launcher
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menganito
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« Reply #48 on: January 28, 2009, 01:36:25 AM »

Nice changes, I love the layout modification, rocket-spawn-spammers will have less chance to hit anything Cheesy but, won't it make rail too powerful? I mean, it is a long straight corridor, rail-campers might abuse it.
Nice job blocking the view of furthest towers, now I have a fully stable 75 FPS in there (I never before had), but the "unreachable" windows you blocked with textures weren't actually so unreachable and it was great fun jumping and firing through them, now it's just a different wall.
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RudyRailer
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« Reply #49 on: January 28, 2009, 03:01:58 PM »

Does the beta-testserver have this map on? Latest version f9 i think?
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