CTF-XV-Towers-of-Power-v1

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Buggie
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CTF-XV-Towers-of-Power-v1

Post by Buggie » Sat Aug 06, 2022 1:35 pm

Convert from UT2004 for CTF with X-Vehicles this map:
VCTF-Towers-of-Power-v1

Shot00001.jpg
Shot00002.jpg
Shot00003.jpg
Shot00004.jpg
Shot00005.jpg
Shot00006.jpg
Shot00007.jpg
This map need XVehicles at least v41 for load:
viewtopic.php?f=34&t=14936
CTF-XV-Towers-of-Power-v1v1.7z
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Last edited by Buggie on Thu Aug 25, 2022 7:02 pm, edited 2 times in total.

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OjitroC
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Re: CTF-XV-Towers-of-Power-v1

Post by OjitroC » Sat Aug 06, 2022 3:05 pm

Yeah, the Manta does bounce! Not a lot with EXUOpenGL but all the time with D3D9.

Perhaps the lift up to the flag could/should stay up for just a little longer? Just about work out wthere one is before it goes back down - perhaps one gets used to it but even after several goes it's difficult to get off unless one stands right on the edge of the lift.

The minimum FPS in this map is lower - though the max and average are slightly higher - using EXUOpenGL in 469c RC3
ScriptLog: 26897 frames rendered in 700.04 seconds. Min 11.97 Max 48.59 Avg 38.42 fps.
With D3D9 for me it's almost unplayable
ScriptLog: 2179 frames rendered in 128.03 seconds. Min 7.83 Max 24.00 Avg 17.01 fps.
With OpenGL
ScriptLog: 7905 frames rendered in 362.53 seconds. Min 15.65 Max 24.00 Avg 21.80 fps.

Buggie
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Re: CTF-XV-Towers-of-Power-v1

Post by Buggie » Sat Aug 06, 2022 6:39 pm

> Perhaps the lift up to the flag could/should stay up for just a little longer?

It is exact port of map. So time there set short intentionally.You need be aware of it, and stay at lift end (as bots do) or use lift jump from center (if want fly high).

Sadly in UT no static meshes, so it goes be BSP with awful performance. I even not port some decorative stuff.
Possible if someone can import pharooh statues as usual meshes, it can be better for fps. my attempt do this via UTPT produce garbage in UT.

Possible Monk statues can be used instead, but it change mood of map.

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OjitroC
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Re: CTF-XV-Towers-of-Power-v1

Post by OjitroC » Sat Aug 06, 2022 9:19 pm

Yeah, so in future I will indeed take more on the lift and stick to the side.

The Monks statues would certainly not fit in well and wouldn't look good - the pharaoh statues are pretty impressive, shame they are not meshes.

Nice conversion, plenty of action.

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Re: CTF-XV-Towers-of-Power-v1

Post by Buggie » Sat Aug 20, 2022 3:04 am

v1

Fix dead spot.
Reduce initial lag.
Fix hole in floor.
Add defence points on tower top.
Fix smoke on net play.
Bots directly jump to tower lifts.
Fix attack path via top teleport.

Update in first post: viewtopic.php?f=5&t=15344

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Re: CTF-XV-Towers-of-Power-v1

Post by Buggie » Thu Aug 25, 2022 7:03 pm

Gameplay on map:

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Gustavo6046
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Re: CTF-XV-Towers-of-Power-v1

Post by Gustavo6046 » Fri Aug 26, 2022 1:59 am

UT does have static meshes, they're just regular old meshes, and I think those you have to import into MyLevel somehow. Hard to do without the OldUnreal tools.
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Buggie
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Re: CTF-XV-Towers-of-Power-v1

Post by Buggie » Fri Aug 26, 2022 3:43 am

I already do that. And it stored on map (if not vanished), but no any profit. fps is same only start glitches. Also lost nice collision. So I left brushes.