DOM-TmC-S3TC-Coexist
I enjoyed it a lot especially with the Chaos grappling hook.
The old physics in .:..: original U_Vehicles is ..... not so pleasant.
Hopefully my suggestions for *cough* fixing the BSP errors help, but actually getting rid of them would also improve speed.
I am taking into consideration 90 Zombies wandering around (obviously), but...
Removing the light cone meshes or having them spaced far enough apart so visual overlap is minimised, would improve speed a lot.
You and your racks of lights !
Too many meshes having to be renderered in each frame.
You may be able to set the cull distance on the various small decos to lesser distance, but you really need to learn how to zone effectively, and when to opt for BSP to hide or contain areas with lots of decos (seeing as you must use them).
The grass texture needs to be a smaller scale, unless you are trying to make it look like corn was growing there.
As there will always be confusion with; bad textures, compressed textures and large textures.
The old DirectX 5-7 and OpenGL renderers can handle S3TC, but not large textures.
All it does is say "Yes GFX chip, if compressed textures are available, use them directly in the GFX RAM". It does not change anything in the game engine.
For example, If you do not have any S3TC textures, nothing happens. It won't add anything or break anything.
UT99 S3TC textures are usually offered as an extra, and you must add a borked texture to have glitches.
Real shame the official pack came with added bork
The small replacements from UTTextures make a better option for those that want to keep a smaller install, or that have limited GFX RAM.
As long as you don't overwrite your good textures with bad ones, and don't use new bad ones, you can enjoy the full benefits.
Unreal Engine texture files can be both compressed and not compressed at the same time (ooooh quantum textures!!).
Once mappers know what they are doing they can put both compressed and non-compressed textures in the same pack, so that people without compressed texture support can still use them.
(Well done for being inclusive)
Renderers for DirectX 8 (Inc. OpenGL) and above, can use large textures. Your RAM is the main limit.
Large and compressed tend to go together for obvious reasons, but does not have to.
GFX RAM limits how many textures can be loaded at the same time without the CPU and system RAM having to get involved.
If you have huge numbers of small textures it will help with game speed and loading to compress them.
You can easily make a 4096x4096 normal texture, and those that don't use compression can still enjoy hi-res textures.
However it will be slower to load and you can't fit as many in RAM.
The concession made in this map is obviously so people with original renderers can play it, rather than people with S3TC switched off.
To be honest, I think if this map was built in the same way for UT2004 it would still lag with a lot going on.
*sigh* maybe I can make myself not use zombies, but ...