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Re: ONS-Colossus-NV-[gio]

Posted: Fri 10. Sep 2010, 21:41
by lilalurl
I don't believe that gio considered this version as ready to be played online actually.

Regarding lag, I think the map is pretty intense in terms of performance (at least I noticed that offline). There is probably some place for optimization with antiportals and such, once we get the others thing sorted.

Re: ONS-Colossus-NV-[gio]

Posted: Tue 14. Sep 2010, 03:44
by gio
Hi lila and heinz...I got a new Colossus-NV release...hope you and players enjoy it!
Now this version can be uploaded. ;)

Version : ONS-Colossus-NV-{gio}-beta1a.ut2
Download : http://rapidshare.com/files/418917011/O ... -beta1a.7z

Here a list of known bugs
1. Strange terrain imperfection near the central node of Red Base (happens that player falls under the map floor; for the moment fixed using some static meshes actor)
2. Lag (performance problems) [NOTE: lila suggested Antiportals... :?: ]
3. Sky (there is no longer the starry sky so entire map result darker than the original)
4. Small unknown lifebar near middle of the map

Nodes configuration now (maybe) can be a bit more strategic, but I will wait for users feedback.

Greetings
gio

Re: ONS-Colossus-NV-[gio]

Posted: Tue 14. Sep 2010, 18:54
by lilalurl
Was the disappearance of the sky a result from the changes I made when I fixed the radar map?

If that is the case I'd try to fix it. I first need to try and implement the node suggestions for GrendelKeep and then I'll take a look at your new version and the issue.


As for anti-portals and and other level optimization techniques, you may want to read about them on the unreal wiki:
http://wiki.beyondunreal.com/Antiportal
http://wiki.beyondunreal.com/Category:L ... timization

Re: ONS-Colossus-NV-[gio]

Posted: Tue 14. Sep 2010, 19:11
by gio
Thanks lila...I'll go to take a look...
The sky problem is only my fault...due to my inexperience... :cry:
It was already present before you change the map ;)

Re: ONS-Colossus-NV-[gio]

Posted: Tue 14. Sep 2010, 20:29
by laboRHEinz
It's online, thanks for the edit :-)
I hope it's not too laggy; I'll post the players feedback ;-)

Re: ONS-Colossus-NV-[gio]

Posted: Tue 21. Sep 2010, 08:12
by gio
Hi, this is my new release of Colossus.

Version : ONS-Colossus-NV-{gio}-beta1a.ut2
Download : http://rapidshare.com/files/420287378/O ... 20h2121.7z

Changelog:
1. Reduced number of nodes (Removed a pair of nodes per team)
2. Added distance fog
3. Added some antiportals
4. Removed some useless emitter

Unfortunately the lag problem is not completely solved.
I have some other ideas for the map, but until I don't fix this big problem I will not add any other part to the map.
Lilaurl, can you take a look to this version, maybe with your help I definitively solve LAG.

Thanks again for your patience.

Greetings
gio

Re: ONS-Colossus-NV-[gio]

Posted: Tue 21. Sep 2010, 10:28
by lilalurl
Sure, I'll take a look a bit later this week.
I don't have not much (good) experience with map optimization though, so don't expect a miracle from me :eh:

Re: ONS-Colossus-NV-[gio]

Posted: Thu 23. Sep 2010, 21:03
by laboRHEinz
Hi & thanx for your efforts you both. I just tested the map and I really like it. But there was severe lag - even offline. I can't upload it as it is, sorry. Please solve the lag problem first.

Re: ONS-Colossus-NV-[gio]

Posted: Wed 29. Sep 2010, 14:08
by Mr.Spanky
It was my fault guys..I lagged out to get a beer. :roll:
You have a large open map which is always harder on the system anways.
Indeed you can't zone it..
I am no expert..
but if I remember correctly...
1)if antiportals aren't placed correctly they end up giving more lag instead of getting rid of it.
2)If you have set the distance fog settings right, you can adjust the cull distance of the static meshes..That way they won't be rendered if not in view.

Peace,

Spank :thumbup:

Re: ONS-Colossus-NV-[gio]

Posted: Sat 9. Oct 2010, 02:39
by lilalurl
gio has been working hard on tweaking the map and now beta2 is on the server.

For those who would like to grab the map right now:
http://rapidshare.com/files/423716243/O ... _-beta2.7z


gio:
I pretty much enjoyed the match I played :thumbup:. No lag spike noticed on my side.
I did not see as much sniping as I expected.

A few players seemed to not like the map but from what I understood it was more directed towards the fact that it was a "no vehicle" map rather than everything else.

So unless they post details about their complaints, you can consider the map is appreciated :D .