MH-Godz2009 (WIP)

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Hook
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Re: MH-Godz2009 (WIP)

Post by Hook »

Good Job as always EA! :rock:
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Filipe
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Re: MH-Godz2009 (WIP)

Post by Filipe »

Is this map in progress?
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EA_Elemental
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Re: MH-Godz2009 (WIP)

Post by EA_Elemental »

OK Heres an update: The map was dropped for a while since me and carthage were busy for a while, however i've picked up where i left off! so heres the screenshots of it as it looks now *including ones seen already before*

New Godz map, this WAS supposed to be releasing sometime in 2009 but me and the other creator of it started getting more busy and kinda dropped this a while ago, however we are beginning to get more time and so have re-started the project and now are beginning work on it. Here is his part, the spawn:


http://img21.imageshack.us/i/gspawn1.jpg/
http://img411.imageshack.us/i/gspawn2.jpg/
http://img109.imageshack.us/i/gspawn3.jpg/


Then my part the Pupae Area, First the entry for it, then the actual arena, still plenty to do for pupae :)

http://img141.imageshack.us/i/pentry1.jpg/
http://img69.imageshack.us/i/pentry2.jpg/
http://img696.imageshack.us/i/parea1.jpg/
http://img694.imageshack.us/i/parea2.jpg/
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Creavion
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Re: MH-Godz2009 (WIP)

Post by Creavion »

I remember the spawning area, the rest looks quite fine, specially if those godz maps are normally crap from the visual aspect.
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Re: MH-Godz2009 (WIP)

Post by FraGnBraG »

Looking at the first screenshots in the thread, that spawning area looks really good, imo, but I'm curious whether that's a ppv screenshot and if so what are the polys/nodes in that scene (turn stat fps before taking screenshots). No matter how nice and detailed something looks in a screenshot, when you start having more than 400/800 polys/nodes and lighting effects in view all the time, performance starts degrading badly - even on today's machines. After all it's only little old UE1, handle with care! That said, theme looks great :D
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EA_Elemental
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Re: MH-Godz2009 (WIP)

Post by EA_Elemental »

Just for the stats on the fps nodes and bla bla, here are the stats *U Can see it when zoomed into the picture at the bottom, kinda small but what can ya do ;)*

http://img524.imageshack.us/i/fps1.jpg/
http://img25.imageshack.us/i/fps2e.jpg/
http://img189.imageshack.us/i/fps3o.jpg/
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Re: MH-Godz2009 (WIP)

Post by FraGnBraG »

hmm, that first shot is awesome, well done sci-fi, trouble is it looks like you got 1900/3300 + polys/nodes in that scene. Is that a scene I can see in game?
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Filipe
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Re: MH-Godz2009 (WIP)

Post by Filipe »

Really nice screens you got there, i really like the spwan location by gtd-carthage ;)
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EA_Elemental
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Re: MH-Godz2009 (WIP)

Post by EA_Elemental »

Well put it this way, u will see MOST of that shot just at a closer up perspective, about the visual aspect causing problems, i dont have any probs on my PC, tho it does have a 6 core 4.2 processor with 16gb Ram and a ATI Radeon HD6990, so it's not going to have problems *lol*.
I Will have a checkup on it on my laptop which is a heap of scrap metal *which hardly plays UT2004 i may add* to see if this will cause problems on lesser machines. I Don't expect it should cause much probs however.
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Re: MH-Godz2009 (WIP)

Post by FraGnBraG »

erm, correct me if I'm wrong, but unreal and UT (UE1) are cpu bound games and can only ever use 1 core in a multicore system. So after a certain point the gpu and ram makes no difference any more, and if your cpu is for example 2ghz then that's all you get...
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Re: MH-Godz2009 (WIP)

Post by Feralidragon »

^ Yeah, FraGnBraG is right. If UT ran in at least 2 cores/cpus, then most of the performance boundaries we still face wouldn't be no more. Most of the high quality and "laggy" maps would play smoothly, just with dualcore. However, only 1 core is used, so theorically, in the past a Pentium 4 (2.0 GHz) with HT would play UT better than a Pentium Dual Core (1.4GHz), as in the Pentium 4 it would run in 1 core with 2.0GHz and with HT, while in the Dual Core it would run in one of the 2 cores, at 1.4GHz only, and without HT.

GPU is irrelevant these days for UT (it just renders what UT already processed on the CPU), RAM is still quite important (after all if you have an high amount of stuff in a map, it should be stored in RAM and not Virtual Memory [HDD], plus Windows Vista and 7 aren't exactly RAM friendly), so to play UT always smoothly, you must have basically fastest CPU you can find, relying in just 1 core.

The good side of this (developer wise) is that we can develop stuff even for lower machines even testing them in higher machines, because the performance drops will be quite similar, the bad side (developer and player wise) is that there's a limit on what can be done set by the UT system itself and mostly CPU, and high end machines won't be able to perform better than a lower machine running the same *old* game.
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EA_Elemental
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Re: MH-Godz2009 (WIP)

Post by EA_Elemental »

Ran it on my laptop *A Single core 2.6 with 2gb memory running xp 32 bit* The map has no lag even on this system, so yeah it shouldnt cause any problems anywhere, including the spawn :)

If you go outside the skybox however it could create some lag, but not much by what i was able to test :)

And nah, The memory & CPU amount is simply for the higher end 64 bit enabled games and programs i use :) thats what its best at :) hehe, people say i should get an i7, but simple fact is they are worse... they say you can overclock them, u can't, some guy even showed me him overclocking his i7, *fake visual program which does f. all the the actual processor, fact is my AMD x6 can be OC'd, i7 is factory blocked. Impossible so hah :) lol :D

Anyway yeh map is fine, looks nice, no lag, just my crappy designed parts :p rofl
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Re: MH-Godz2009 (WIP)

Post by GenMoKai »

Well from the time i know you... i see some improvements in your architecture... i think you do better every time... Ow and say Carthage Hi from me ;)
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Re: MH-Godz2009 (WIP)

Post by Isotoxin »

Looking really cool, Keep it up.
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