dod_dayofdays
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Re: dod_dayofdays
Posted by ReNo on Sat Oct 2nd at 11:13pm 2004


/me runs off to test the r_speed levels in some official DoD maps...
[addsig]




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Re: dod_dayofdays
Posted by Orpheus on Sat Oct 2nd at 11:16pm 2004


? posted by ReNo
/me runs off to test the r_speed levels in some official DoD maps...

please do, but.. since i don't play it, everything i have said.. is moot.

[addsig]




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Re: dod_dayofdays
Posted by ReNo on Sat Oct 2nd at 11:30pm 2004


Well the beach on dod_charlie is constantly above 1000, but seems to peak around 1300. I checked about 4 other maps and couldn't find anything more than a fraction above 1000. If some of the maps do hit 1500, its very rare.
[addsig]




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Re: dod_dayofdays
Posted by Agent Smith on Sun Oct 3rd at 1:45am 2004


I don't know, I could be wrong. To tell you the truth the constant delays of HL2 have really f**ked me over. I was hoping for a release ages ago, and had all these great ideas for maps, but with the delay I've been trying to create them in HL with little success. The engine is just too old for what I need to do.

I've been learning UnrealEd and am attempting radiant, but the problem is these games (COD, UT... well maybe not UT) don't seem to have the same lifespan as HL.

Paralaxion was a map idea I was going to do for HL2, and as you all know the R's weren't too high, but were really pushing the limits. Pegasus didn't even start out as a map to be released, I was just getting warmed up to make a pegasus bridge themed map for DOD source.

Now it looks like there won't even be multiplayer for HL2, what the hell is happening?





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Re: dod_dayofdays
Posted by Crono on Sun Oct 3rd at 1:50am 2004


I've never had any problems running DoD. Even back when I had completly lower specs. They may have optimised some of the engine code to get some of the effects they have and speeds, But I'm not sure. [addsig]



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Re: dod_dayofdays
Posted by Gorbachev on Mon Oct 4th at 2:42am 2004


? posted by Agent Smith

Well I've eliminated snipers from it completely and have limited the number of MG's to a realistic amount, with 4 for the axis and 2 for the allies. However, with the large field of play, plenty of cover, long ranges and multiple paths, It'll be hard for MG's to dominate, unless they have a pro team of other players just to make sure they stay alive and in position.

As far as the epoly goes, its been surprisingly good, easily below acceptable levels. also the combined sky/brush wall in between each hedge does well to block out anything that isn't supposed to be seen.

One problem I have been having is that models disappear when the point entity is out of view. It looks a bit dodge, does anyone know how to fix it?

The model issue shouldn't happen in Steam. It renders different than the old engine. (i.e. when you're testing single player) In Steam it renders by bounding box, WON was by origin.

[addsig]




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Re: dod_dayofdays
Posted by Agent Smith on Mon Oct 4th at 8:39am 2004


Thanks Gorbachev, when I test after a quick progress compile I generally use the old WON system, it tends to be a bit quicker. I'll check it out in Steam, thanks a lot .



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Re: dod_dayofdays
Posted by Minotaur0 on Thu Oct 7th at 4:52am 2004


cool foliage but it lacks some cool features, such as houses, watertowers etc [addsig]



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Re: dod_dayofdays
Posted by Agent Smith on Thu Oct 7th at 6:24am 2004


Yeah, it's taken me a while to get hedge's looking right. Nothin' worse than a hedge that looks like its a flat image on cardboard cutout or something. There are some barns and cottages to be added, but unfortunately as this is the countryside, there aren't really many occaisions for the inclusion of water towers .





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Re: dod_dayofdays
Posted by G.Ballblue on Thu Oct 7th at 8:21pm 2004


? posted by ReNo
DoD is designed with higher spec computers in mind than Half-Life - it is the same engine but it will run awfully even on some computers than manage HL easily. By designing it this way from the start, they don't have any fans who have become alienated by having the mod grow beyond what their computers can handle, as something like CS would.

A map with 1500 w_poly will run just the same in DoD as it would in HL, however most people playing DoD can put up with this sort of w_poly because even the official maps of the mod have figures this high.

It is still preferrable to design maps to keep w_poly as low as possible, but its not unexpected to see them over 1000 in this mod.

Something doesn't sit right.. O_o I have a computer that can blast me to the moon and back, and yet, I get extreme lag in HL1 when my w_poly hits 900. Why?

[addsig]




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Re: dod_dayofdays
Posted by Crono on Thu Oct 7th at 8:31pm 2004


Several reasons, too many to list every possibility. [addsig]



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Re: dod_dayofdays
Posted by Gwil on Thu Oct 7th at 10:07pm 2004


Steam being one of the big ones nowadays, resource eating mismanagement crapola thing that is


[addsig]




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Re: dod_dayofdays
Posted by Crono on Thu Oct 7th at 10:18pm 2004


Its probably because you have many programs running. Such as a browser, or p2p client at the same time as steam. But, yeah, steam is a hog. largest consumer on my computer besides games. [addsig]



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Re: dod_dayofdays
Posted by Tracer Bullet on Thu Oct 7th at 10:47pm 2004


? posted by G.Ballblue
? posted by ReNo
DoD is designed with higher spec computers in mind than Half-Life - it is the same engine but it will run awfully even on some computers than manage HL easily. By designing it this way from the start, they don't have any fans who have become alienated by having the mod grow beyond what their computers can handle, as something like CS would.

A map with 1500 w_poly will run just the same in DoD as it would in HL, however most people playing DoD can put up with this sort of w_poly because even the official maps of the mod have figures this high.

It is still preferrable to design maps to keep w_poly as low as possible, but its not unexpected to see them over 1000 in this mod.

Something doesn't sit right.. O_o I have a computer that can blast me to the moon and back, and yet, I get extreme lag in HL1 when my w_poly hits 900. Why?

Really? I can get up to 1300 without significant fps drops and I run a pretty old system:

1 ghz pIII mobile; GeForce2 go 32 MB; 256 MB PC100 SDRAM. Anyway...

I think the R's on the beta maps for DoD were much higher. I seem to recall a peak of 1800 on the normandy map. This is probably where the high R's impression comes from.





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Re: dod_dayofdays
Posted by G.Ballblue on Thu Oct 7th at 11:41pm 2004


Just out of curiousity, what is everyone's idea of good fps? Mine is 60.. Maybe it's because I have good eyes and can spot a frame drop when it hits 50.0, or maybe HL is just screwin with me. [addsig]



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Re: dod_dayofdays
Posted by Tracer Bullet on Fri Oct 8th at 12:15am 2004


It has to get below ~40 FPS before I can see any difference. It probably depends at least partly on the monitor you are using, etc. [addsig]



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Re: dod_dayofdays
Posted by Crono on Fri Oct 8th at 12:46am 2004


I get about 50 usually, I think about at 18fps you'll notice some laggy models.

Don't listen to people who say "OMG!!11 I can get teh 200fps in CS w00t", If your monitor is set to 60 or 70Hz that's the best bet (taking that you're running at 60fps).

(An easy way to think of it is to remember that 1Hz = 1 1/s or 1 s^-1) [addsig]




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Re: dod_dayofdays
Posted by pepper on Fri Oct 8th at 8:21pm 2004


that normandy map was called dod_overlord and it was the best dod map ever!
[addsig]




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Re: dod_dayofdays
Posted by Crono on Fri Oct 8th at 8:34pm 2004


It was also called Charlie and Normandy in several versions of DoD. But by far Overlord was the best version. [addsig]



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Re: dod_dayofdays
Posted by Agent Smith on Sat Oct 9th at 1:02am 2004


And how could anyone forget Dog1, by far one of my favorite maps from the early beta's.






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