de_island - CSS map

Reveal what you have made so far and get feedback on development.

Postby Jest@ on Sat Apr 23, 2005 12:40 am

my advice on the FPS issue would be to fully read, understand then obey zombie@computer's optimisation tut, down to the last full stop. THEN get playtested on different spec computers. THEN consider minimising water etc.

but that aside, it looks cool. Kinda bland, but a) i've only seen one screen, and b) it looks pretty atmospheric!
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Postby Super SiN on Sat Apr 23, 2005 11:37 am

I get 20 FPS on the first screenshot.
i can raise it with 15 fps if i run my map on DX70. and raise it another 15 fps if i compile my map on Normal mode.

Also i'll add the water_lod_control and see if this makes any diffrences.

thanks. I'll post another screenshot later today or tomorrow.
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Postby Serever on Sat Apr 23, 2005 3:08 pm

should compile on normal all the time, unless your testing entity i/o shit.
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Postby showNOmercy on Wed Apr 27, 2005 7:11 pm

Nice map, look forward to seeing it.

Is it just me or is 15hrs way to long for any map to compile on 'Normal' vvis?

When my map takes longer than an hour to compile I know I did something wrong. Granted, my map isn't quite as robust, but still.

Just curious. Maybe you have a bad brush that is chewing up your vvis compile times.

I have this set of steps, when I tie them to 'func_detail' they will make my compile time for vvis go from 1hr to 5+ hours.

Just an idea. You might want to check for bad brushes and or 'func_detail' that shouldn't be.
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Postby Serever on Wed Apr 27, 2005 10:20 pm

showNOmercy wrote:I have this set of steps, when I tie them to 'func_detail' they will make my compile time for vvis go from 1hr to 5+ hours.


that makes no sense. func_detail brushes are completely ignored by vvis, so if they should dramatically REDUCE your compile time. what is under the stairs?
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Postby Super SiN on Fri Apr 29, 2005 3:21 pm

Map coming next week.
Here are two new screenshots.

Image

Image
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Postby Swatje on Fri Apr 29, 2005 5:05 pm

add a block light under that table for shadows (i think?)
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Postby showNOmercy on Fri Apr 29, 2005 5:07 pm

Serever wrote:
showNOmercy wrote:I have this set of steps, when I tie them to 'func_detail' they will make my compile time for vvis go from 1hr to 5+ hours.


that makes no sense. func_detail brushes are completely ignored by vvis, so if they should dramatically REDUCE your compile time. what is under the stairs?


They are corner steps in an empty pool.

I'll have to put up a pic to explain but the steps were vertex manipulated and I could have made a mistake in doing it. I'm not at my home PC, if you would like to see a pic let me know.

Each step has 45 deg angle face so when I tie it to func_detail it would make my vvis go from 56mins to 5hrs 32mins. If the steps were manipulated incorrectly and tied to any func_xxx wouldn't it cause problems. That would be a bad brush correct?

I'm learning from every post I read here, lovin it!
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Postby YokaI on Sat Apr 30, 2005 7:17 am

If the brush is blocking the map from a leak and you func_detail it, it will then cause a leak, you should only fun_detail stuff like boxes or tables and stuffz like that
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Postby showNOmercy on Sat Apr 30, 2005 4:12 pm

YokaI wrote:If the brush is blocking the map from a leak and you func_detail it, it will then cause a leak, you should only fun_detail stuff like boxes or tables and stuffz like that


That is great and all but the steps are not sealing anything. They are detail work! Everything works great as long as I don't make them func_detail.

I don't understand why.

Image



My bad for going so far off topic here.
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