That can be arranged Ricky, we realize that these packages are quite annoying to upload and we wouldn't like to scare away server hosts.
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The only problem i have with this map is the car that's steaming up. I have a good 30-40 fps throughout the map, but when i look at the car it drops to 10.
im looking forward to ur updates but ur betas have poor optimization. I looked up with stat render to see how many triangles are being drawn. The max was over a million in one part. the most i have seen in tripwire maps are about 70,000. but 1,000,000 triangles are gonna make lotta servers lag mate. It would make sense if it had too many curved surfaces in an open environment, but look at the attached pics. I shouldnt be getting 200,000 plus triangles while looking into alleyways or some pillars. i suggest u put antiportals behind every wall in ur map.
Shouldn't the server calculate collisions though? I honestly don't know how it works, but it seems logical to assume that a huge number of triangles on StaticMeshes that use per-triangle-collision would bog a server down.Like zYnthetic said, staticmeshes won't cause server lag either seeing that the server doesn't render that, servers don't render anything graphical.
Shouldn't the server calculate collisions though? I honestly don't know how it works, but it seems logical to assume that a huge number of triangles on StaticMeshes that use per-triangle-collision would bog a server down.
Hype? Well we are enthousiastic about releasing this map (who wouldn't be as a level designer), but aside from announcing when we are going to release the next update we aren't saying it is the next best thing since sliced breadMan i hope with all the unnecessary hype you guys put out, i hope the gameplay is good, most mappers who are maping for the contest, its their 1st kf map, so they dont know how the gameplay works...