Convert from UT2004 for CTF with X-Vehicles this map:
VCTF-Towers-of-Power-v1
This map need XVehicles at least v41 for load:
https://ut99.org/viewtopic.php?f=34&t=14936
CTF-XV-Towers-of-Power-v1
-
- Godlike
- Posts: 3116
- Joined: Sat Mar 21, 2020 5:32 am
CTF-XV-Towers-of-Power-v1
You do not have the required permissions to view the files attached to this post.
Last edited by Buggie on Sun Sep 22, 2024 11:37 pm, edited 3 times in total.
-
- Godlike
- Posts: 3743
- Joined: Sat Sep 12, 2015 8:46 pm
Re: CTF-XV-Towers-of-Power-v1
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
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
With D3D9 for me it's almost unplayableScriptLog: 26897 frames rendered in 700.04 seconds. Min 11.97 Max 48.59 Avg 38.42 fps.
With OpenGLScriptLog: 2179 frames rendered in 128.03 seconds. Min 7.83 Max 24.00 Avg 17.01 fps.
ScriptLog: 7905 frames rendered in 362.53 seconds. Min 15.65 Max 24.00 Avg 21.80 fps.
-
- Godlike
- Posts: 3116
- Joined: Sat Mar 21, 2020 5:32 am
Re: CTF-XV-Towers-of-Power-v1
> 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.
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.
-
- Godlike
- Posts: 3743
- Joined: Sat Sep 12, 2015 8:46 pm
Re: CTF-XV-Towers-of-Power-v1
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.
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.
-
- Godlike
- Posts: 3116
- Joined: Sat Mar 21, 2020 5:32 am
Re: CTF-XV-Towers-of-Power-v1
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
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
-
- Godlike
- Posts: 3116
- Joined: Sat Mar 21, 2020 5:32 am
-
- Godlike
- Posts: 1462
- Joined: Mon Jun 01, 2015 7:08 pm
- Personal rank: Resident Wallaby
- Location: Porto Alegre, Brazil
Re: CTF-XV-Towers-of-Power-v1
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.
"Everyone is an idea man. Everybody thinks they have a revolutionary new game concept that no one else has ever thought of. Having cool ideas will rarely get you anywhere in the games industry. You have to be able to implement your ideas or provide some useful skill. Never join a project whose idea man or leader has no obvious development skills. Never join a project that only has a web designer. You have your own ideas. Focus on them carefully and in small chunks and you will be able to develop cool projects."
— Weapon of Destruction
— Weapon of Destruction
-
- Godlike
- Posts: 3116
- Joined: Sat Mar 21, 2020 5:32 am
Re: CTF-XV-Towers-of-Power-v1
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.
-
- Godlike
- Posts: 3116
- Joined: Sat Mar 21, 2020 5:32 am
Re: CTF-XV-Towers-of-Power-v1
v2
- Fix BSP stuff.
- Improve BSP.
- Improve FPS.
- Improve paths.
Update in first post: https://ut99.org/viewtopic.php?f=5&t=15344
- Fix BSP stuff.
- Improve BSP.
- Improve FPS.
- Improve paths.
Update in first post: https://ut99.org/viewtopic.php?f=5&t=15344