W.I.P - DM-FakArena (v0.960) - Beta release
W.I.P - DM-FakArena (v0.960) - Beta release
BETA RELEASE v0.960 is now ready, one of the latest map for UT ? Who knows ..It seems that UE4 draw more and more people from our small community every day..
Anyway - screens and some info is there (initial post for latest version):
viewtopic.php?f=5&t=5190&p=72656#p72656
Enjoy
Anyway - screens and some info is there (initial post for latest version):
viewtopic.php?f=5&t=5190&p=72656#p72656
Enjoy
Last edited by Radi on Mon Apr 06, 2015 2:13 pm, edited 13 times in total.
Re: W.I.P - DM-FakArena (v.0.8)
Looking at the usage of movers it clearly looks like serious work, will test it for ya.
Continued:
I got a crash with BSP occlusion on an old OpenGL renderer.
Also, looks like the dynamic lighting is slowing down the map a lot, I suggest lowering lightmap detail (low shadow) for those troublesome spots (lava pool being one of them).
Regarding aesthethics, It's been a really long time since i've seen an indoor map like this one, certainly great work.
Continued:
I got a crash with BSP occlusion on an old OpenGL renderer.
Also, looks like the dynamic lighting is slowing down the map a lot, I suggest lowering lightmap detail (low shadow) for those troublesome spots (lava pool being one of them).
Regarding aesthethics, It's been a really long time since i've seen an indoor map like this one, certainly great work.
Re: W.I.P - DM-FakArena (v.0.8)
:l Thank for jump into my creation ;p. bsp occlusion.. hmmm I have that crash only when move a lights or so and not rebuild after that.. hmmm I have a some 512x512 textures, maybe these are too big ? .low shadow details are applied to most of the surfaces for now. Anyway, something with that occlusion do not seems right.. That error drives me crazy sometimes -.-
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Re: W.I.P - DM-FakArena (v.0.8)
Pretty dark screenshots ... I turned my TFT on full brightness and could still not really see something.
Re: W.I.P - DM-FakArena (v.0.8)
Occlusion can be fixed in various ways:
- Aggressive Zoning (it's already done on this map IMO).
- Conversion of brushes into Meshes (small decorations, nothing that really affects gameplay).
- Less light actors (sometimes, bUnlit surfaces do the job, and if it's coronas you're after, use lightless light actors for them)
- Reducing polycount in a single scene (that tunnel above the map might be causing that).
- Aggressive Zoning (it's already done on this map IMO).
- Conversion of brushes into Meshes (small decorations, nothing that really affects gameplay).
- Less light actors (sometimes, bUnlit surfaces do the job, and if it's coronas you're after, use lightless light actors for them)
- Reducing polycount in a single scene (that tunnel above the map might be causing that).
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Re: W.I.P - DM-FakArena (v.0.8)
Looks pretty oldskool like it
EAT THOSE FRIGGIN BANANAS !!!!!
1000 MPH Studios MAY NOT play any ut99.org community mappack 2 map without George W. Bush explicit permission
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Re: W.I.P - DM-FakArena (v.0.8)
That was what I thought seeing this screenshot.Higor wrote: - Less light actors (sometimes, bUnlit surfaces do the job, and if it's coronas you're after, use lightless light actors for them)
http://i1215.photobucket.com/albums/cc5 ... /scr01.jpg
Re: W.I.P - DM-FakArena (v.0.8)
hey these lights from that screenshot (bridge over a lava pool) are triggerLights :p.
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Thanks For valuable suggestions Higor, next time map should run better .
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I have a question.. not all of brushes are transformed permanently... It is good idea to select all of brushes all transform these to permanent. ?
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Thanks For valuable suggestions Higor, next time map should run better .
.
I have a question.. not all of brushes are transformed permanently... It is good idea to select all of brushes all transform these to permanent. ?
Re: W.I.P - DM-FakArena (v.0.8)
I don't always do perma transformation, when I do it, it's because the vertex editor does it for me or because I'm building movers.
Sometimes a small texture with a modified palette will do a better job than 20 bSpecialLit lights.
I like to differ maps using textures instead of team lights, team lights make said maps look ugly (lots of CTF4 examples out there).
Totally map unrelated tip from me now that i'm posting: Refrain from using SpotLight effects at all, while these look cool on BSP, they do full 360º lighting on actors (!)
Sometimes a small texture with a modified palette will do a better job than 20 bSpecialLit lights.
I like to differ maps using textures instead of team lights, team lights make said maps look ugly (lots of CTF4 examples out there).
Totally map unrelated tip from me now that i'm posting: Refrain from using SpotLight effects at all, while these look cool on BSP, they do full 360º lighting on actors (!)
Re: W.I.P - DM-FakArena (v.0.8)
sorry for the screenshots (not checked it on normal settings) . Im away from PC for now so I reupload these screenies in next 24 hours.
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@ Higor:
how fast in central area game is running ? it is playable :p these particle systems slow down my machine a lot.
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when you play you can hear alarm sound (after bridge crossing)?
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@ Higor:
how fast in central area game is running ? it is playable :p these particle systems slow down my machine a lot.
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when you play you can hear alarm sound (after bridge crossing)?
Re: W.I.P - DM-FakArena (v.0.8)
I hear the alarm, I get blasted and during the blast my game crashes.
Also, these particles in the lava are making my game run at 10fps.
> Pentium E2180, Radeon HD3650, SDKOpenGL renderer.
Not to mention particles that do heavy 'spawning' aren't recommended, at least at high spawn rates. I suggest reducing the particle count to a third in the lava.
Particles are best coded for each scenario they're used on, generic emitters are somethimes unoptimized or insufficient, and rely on spawning instead of recycling.
If you're very interested in learning more about it, check this map: http://www.ut99.org/viewtopic.php?f=5&t=4749&p=49855
(And yes, anyone has permission to use said particle controller, provided they know how to )
Also, these particles in the lava are making my game run at 10fps.
> Pentium E2180, Radeon HD3650, SDKOpenGL renderer.
Not to mention particles that do heavy 'spawning' aren't recommended, at least at high spawn rates. I suggest reducing the particle count to a third in the lava.
Particles are best coded for each scenario they're used on, generic emitters are somethimes unoptimized or insufficient, and rely on spawning instead of recycling.
If you're very interested in learning more about it, check this map: http://www.ut99.org/viewtopic.php?f=5&t=4749&p=49855
(And yes, anyone has permission to use said particle controller, provided they know how to )
Re: W.I.P - DM-FakArena (v.0.8)
For now Im thinking about delete all particle system actors.. really they eat my CPU..
Anyway Im changed a bit, almost all surfaces in main area is taged now as 'low shadow detail'. Im reworked big textures to smaller size too. no more any 512 texture.
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Im have a problem. Bots seems do not use paths in lava pool :p. they can't navigate in lava ?
Anyway Im changed a bit, almost all surfaces in main area is taged now as 'low shadow detail'. Im reworked big textures to smaller size too. no more any 512 texture.
.
Im have a problem. Bots seems do not use paths in lava pool :p. they can't navigate in lava ?
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Re: W.I.P - DM-FakArena (v.0.8)
Bots avoid any harmful zones...Radi wrote: Im have a problem. Bots seems do not use paths in lava pool :p. they can't navigate in lava ?
Re: W.I.P - DM-FakArena (v.0.8)
That's a question worth answering.
-Unreal editor doesn't do any pathing in water zones with a specified DamageType on it.
-One alternative is PainPath (variation of LiftCenter) but it only works for creatures that have said damage resistance as a natural resistance.
-Checking for player's inventory many times during the same FindPathTo call will severely hurt your game's performance (I really mean it).
How do we solve each issue?
=== Generation of reachspecs in harmful water zones for big or complex areas (where we need more than a simple LiftExit, LiftCenter, LiftExit combo).
-> Remove the zone's damage properties in Editor, build paths, add damage properties again.
-> Remove zone's damage properties, build paths, create a custom (RemoteRole=ROLE_SimulatedProxy, bNoDelete=True, bHidden=True) actor that makes it's own zone have lava effects: (simulated event PostBeginPlay(){ Region.Zone....etc } }) and then add said actor in each zone you want to convert to lava in runtime.
-> Run Native FerBotz and add said nodes in edit mode, run your Bots (or Botz) always loading FerBotz mutator.
=== Doing a fast check of inventory resistance during pathfinding.
Single method:
Create custom Lava Path nodes, create a custom actor that gets linked to all lava path nodes (LavaNode.MasterActor = Custom actor).
Set bSpecialCost=True in said lava nodes (defaultproperties is ideal).
Have the custom actor do the linking at game start (Custom actor's PostBeginPlay, run thru all lava nodes, set LavaNode.MasterActor = self).
In SpecialCost event in the lava node, have it call this function: MasterActor.IsProtected( Seeker); (seeker is the bot asking for a path).
Now we code IsProtected:
IsProtected will detect the bot's inventory, scan for lava protection on the first call during this frame.
Any consequent calls will simply return a cached result to avoid new iterations, this cached result might stay in memory for 3 seconds or until a new bot seeks a path.
This way we don't iterate thru the inventory so many times.
I could do this in FerBotz... automatically.
Noted for a future FerBotz build...
-Unreal editor doesn't do any pathing in water zones with a specified DamageType on it.
-One alternative is PainPath (variation of LiftCenter) but it only works for creatures that have said damage resistance as a natural resistance.
-Checking for player's inventory many times during the same FindPathTo call will severely hurt your game's performance (I really mean it).
How do we solve each issue?
=== Generation of reachspecs in harmful water zones for big or complex areas (where we need more than a simple LiftExit, LiftCenter, LiftExit combo).
-> Remove the zone's damage properties in Editor, build paths, add damage properties again.
-> Remove zone's damage properties, build paths, create a custom (RemoteRole=ROLE_SimulatedProxy, bNoDelete=True, bHidden=True) actor that makes it's own zone have lava effects: (simulated event PostBeginPlay(){ Region.Zone....etc } }) and then add said actor in each zone you want to convert to lava in runtime.
-> Run Native FerBotz and add said nodes in edit mode, run your Bots (or Botz) always loading FerBotz mutator.
=== Doing a fast check of inventory resistance during pathfinding.
Single method:
Create custom Lava Path nodes, create a custom actor that gets linked to all lava path nodes (LavaNode.MasterActor = Custom actor).
Set bSpecialCost=True in said lava nodes (defaultproperties is ideal).
Have the custom actor do the linking at game start (Custom actor's PostBeginPlay, run thru all lava nodes, set LavaNode.MasterActor = self).
In SpecialCost event in the lava node, have it call this function: MasterActor.IsProtected( Seeker); (seeker is the bot asking for a path).
Now we code IsProtected:
IsProtected will detect the bot's inventory, scan for lava protection on the first call during this frame.
Any consequent calls will simply return a cached result to avoid new iterations, this cached result might stay in memory for 3 seconds or until a new bot seeks a path.
This way we don't iterate thru the inventory so many times.
I could do this in FerBotz... automatically.
Noted for a future FerBotz build...
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Re: W.I.P - DM-FakArena (v.0.8)
D'oh!! Download link expired
My work for UT99: Counter-Strike VP, MaleOne+ (now updated), FemaleOne+ and the FemaleTwo220 voicepacks DM-XC-NaliTreeV2 (from the 2012 Xmas Contest mappack), DM/DOM-20AC-CastleGeorgeV3 (from the 20th Anniversary Contest mappack), DM-UFFO, DM-WreckingBall, (NEW!) CTFM-Sundial
my small spec of files at Google Drive
List of console converted maps, models & more!