Total Members Voted: 3
Voting closed: September 02, 2011, 03:18:55 AM
I put it up on IRTDM2 for testing and it seems to work flawlessly on my server with OSP tourney 2.75 w/ gladiator botsjust ran a test match on it. I like the changes, and the structural work looks good.Some of the movement feels a lot slicker now, although I can't put my finger on exactly why. I think it's a combination of the higher ceiling in mega area and the stairs in most places seeming to work better for ramp jumps than they did. I'm able to get up some good speed and not lose it due to clipping on a step here and there.good work! I'll try it vs people later and get some feedback
I put it up on IRTDM2 for testing and it seems to work flawlessly on my server with OSP tourney 2.75 w/ gladiator botsjust ran a test match on it. I like the changes, and the structural work looks good.Some of the movement feels a lot slicker now, although I can't put my finger on exactly why.I think it's a combination of the higher ceiling in mega area and the stairs in most places seeming to work better for ramp jumps than they did. I'm able to get up some good speed and not lose it due to clipping on a step here and there.good work! I'll try it vs people later and get some feedback
There's quite a few parts of the map that are laggy (hyperblaster room, RA room and RL room). It gets really bad if someone shoots chaingun, rockets or hyper in those areas too. Maybe it's me though? q2next1 lags slightly on my computer too even though I'm on a quad core and have a fairly new gfx card.
It runs alright on my old Celeron M notebook, I'm running all stock assets though, so custom models can affect performance.I'm not too experienced with Q2 mapping but I might be able to optimise things a bit more for next release. Right now we're getting about a maximum of 4,000 - 4,500 in r_speeds in most areas with almost 7,000 in the Quad/HB room while on the window deck facing the rest of the room. Nowadays in Q3 a 20,000 r_speeds is acceptable, but Q2 might be a different story since it renders things differently. q2next1 maxes out at around 1,700. So I don't know whether someone here can tell me what a good r_speeds is in Q2? I do know that the bsp is getting quite big and is bigger than most other maps available in TS. Brush count is pretty much optimised. Optimising portal clusters might be the next thing to consider although I'm not sure how to do that in Q2.Anyone else having performance issues?
wow! awesome work. would be nice to use 32bit textures. please use it for yours map man!