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Author Topic: GvH27 Boat Map Hotfix  (Read 11036 times)

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March 27, 2010, 08:39:53 PM
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Offline r_rr

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GvH27 Boat Map Hotfix
« on: March 27, 2010, 08:39:53 PM »
Well, I know lots of people complain about the laggy gvh27 map, so I decided to try and figure out what was causing the lag and fix it.  Well here it is, the gvh27 hotfix.

http://wadhost.fathax.com/files/gvh27hotfix.zip

Please give it a test run and see if the lag issue is resolved, or at least better.  Hopefully cutman can use this fix in his next GvH release.
EDIT:  Run it with gvhv2b7 and gvhv2b7maps.


Also, I have an unfinished little project for GvH I've been working on if anyone's interested in wasting some time:
http://wadhost.fathax.com/files/onarailbeta2.zip

April 09, 2010, 10:22:30 AM
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Offline CutmanMike

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Re: GvH27 Boat Map Hotfix
« Reply #1 on: April 09, 2010, 10:22:30 AM »
Could you tell me what you did to supposedly make it not lag? I thought I tried everything last time  :(

April 12, 2010, 01:04:57 AM
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Offline r_rr

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Re: GvH27 Boat Map Hotfix
« Reply #2 on: April 12, 2010, 01:04:57 AM »
I know so far that a large number of players in the outside area makes the map lag the most.

I know that making that outside ocean area around the boat much smaller helped with the lag issue a lot for me.  I also gave the sector walls a "line horizon" definition.  Lastly, I found that decreasing the light level in the ocean area outside seems to help, I think that the less the players see off into the ocean, the less area the skulltag engine has to render.

I know many other maps use large open area and horizons with no lag problems at all, so the true cause still remains a mystery to me.  The hotfix map simply eliminates the huge ocean sector around the boat, making a big lag difference for me.  I have tried using different node builders on the map, and I've tried building nodes without the blockmap (basically letting skulltag make its own blockmap, increases loading time).  None of these seemed to make a difference.  Just FYI, my video card is an nvidia GeForce 9400 GT, 512MB.  I don't know how this fix will work on other video cards, I think it depends on resolution and (if using opengl) various settings.  I tweaked around with something called shader options in ST, which also seemed to make a small improvment for me.

April 15, 2010, 06:31:33 AM
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Offline Mobius

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Re: GvH27 Boat Map Hotfix
« Reply #3 on: April 15, 2010, 06:31:33 AM »
Remove the freakin` skybox like you did when we were testing it before Cold Demise was released. That or the rain.

April 15, 2010, 08:19:58 AM
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Offline CutmanMike

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Re: GvH27 Boat Map Hotfix
« Reply #4 on: April 15, 2010, 08:19:58 AM »
Mob I tried the skybox, horizon, rain and the water large sector if you remember when we were trying to fix it. I didn't know else to try  :|

April 15, 2010, 05:03:18 PM
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Offline Lighting

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Re: GvH27 Boat Map Hotfix
« Reply #5 on: April 15, 2010, 05:03:18 PM »
mmm I could play this map only with a good 3D target (NVidia GeForce 9300)
This problem with this map, is that you have putted too many things outside, all those things, are visible from the upper part of the map, and that gives the lag

with all those things you've maded this gvh map as hard-support as one from Half-life

April 15, 2010, 05:48:10 PM
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Offline Mobius

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Re: GvH27 Boat Map Hotfix
« Reply #6 on: April 15, 2010, 05:48:10 PM »
Quote from: "CutmanMike"
Mob I tried the skybox, horizon, rain and the water large sector if you remember when we were trying to fix it. I didn't know else to try  :|

You had it once. I doubt it is the textures and detail, and it was raining when you did something to not make it lag. Then you added something and it went back to lag.

Brb checking my wad files.