dm_defenestrate
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Re: dm_defenestrate
Posted by reaper47 on Fri Nov 3rd at 10:12am 2006


? quote:
I used all the optimisation techniques with the exception of occluders and areaportals.


Probably I got carried away by this quote. midkay is right, if there's anything un-func_detailed that could be func_detailed it's probably the cause.






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Re: dm_defenestrate
Posted by lamellama on Fri Nov 3rd at 10:36am 2006


35 hours is nothing <img src=" SRC="images/smiles/icon_biggrin.gif"> the first time I did a full compile it took 3 days and then I cancelled it, wasnt even half way.



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Re: dm_defenestrate
Posted by midkay on Fri Nov 3rd at 2:33pm 2006


Something's wrong with you. <img src=" SRC="images/smiles/icon_smile.gif">

The sooner you start optimizing, the sooner you can start building more and recompiling in the middle of the day to test changes within 10 minutes. Spend a couple hours and I bet it goes down to 20-30 minutes at least.



-- midkay



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Re: dm_defenestrate
Posted by reaper47 on Fri Nov 3rd at 9:24pm 2006


? quote:
35 hours is nothing image the first time I did a full compile it took 3 days and then I cancelled it, wasnt even half way.


/me faints






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Re: dm_defenestrate
Posted by lamellama on Sat Nov 4th at 10:24am 2006


3 hours, 52 minutes, 39 seconds elapsed

Thanks guys you were right, I had overlooked quite a lot of stuff which could be function detail. This will save a lot of time.

Also I have figured out the water problem, I have blocked the view of much of the water to improve the ingame performance and it has made a big difference, it did require a big redesign but it was worth it.




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Re: dm_defenestrate
Posted by Orpheus on Sat Nov 4th at 1:25pm 2006


? quoting lamellama

Thanks guys you were right, I had overlooked quite a lot of stuff which could be function detail.

This site has a roster of about 95% pricks who collectively know just about everything there is to know about level editing for HL. (the other 5% know something about HL as well, but being pussies... well their only 5% so I guess every site needs a bit of pussy)

A point in your favor is that you finally did what you were instructed to do. Most will remember this and help you again someday.





The best things in life, aren't things.



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Re: dm_defenestrate
Posted by midkay on Sun Nov 5th at 2:46am 2006


That must feel like a major relief - you can at least now compile overnight.

Even though you've eighthed (?.. <img src=" SRC="images/smiles/icon_smile.gif"> ) your compile time there's still a lot more you can do to take that from easily overnight compiles to EASILY midday compiles. Keep at it, make sure you use glview, all that.

One more thing that might be useful is go into the Auto visgroups (Auto tab in a panel at the right) and uncheck the "Func_detail" checkbox under "world detail" and then it'll hide all the func_details in the map. This way you can see exactly what vvis is computing when it runs its portalflow phase. This is useful because now you can fly around the map and make sure you haven't forgotten anything. Look for anything really that's not a block (cylinders, cones, spheres - all those should definitely be func_detailed). You can uncheck all the props as well (even uncheck all the world detail) to see literally the bare bones brushes of the map that vvis will consider to block visiblity). Should help a lot.

So congrats, you really helped it a lot, but it's still way out there - keep at it and you'll get it way down.



-- midkay



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Re: dm_defenestrate
Posted by lamellama on Sun Nov 5th at 12:33pm 2006


Nice tip, thanks



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Re: dm_defenestrate
Posted by Captain P on Thu Jan 4th at 7:19pm 2007


I ran through it for a while, and it looks nice. More 'happy', sunny, compared to the HL2 highway 17 levels. <br> <br>Performance wasn't super though, I got 20fps on average, with 15fps as a minimum. I don't know how that behaves when put on a server, but it's on the edge I think. <br> <br>Gameplay-wise, I haven't tested it against others, but it felt very linear to me. The map doesn't look very balanced either with the RPG placed on a high, easy-to-defend spot. Of course, the crossbow can be found on the other side, but that one is pretty inaccurate on long distances, and besides the houses there's virtually no cover against the RPG. <br>The houses provide some variation with their close-quarter combat, but I think you should've added more of them to outbalance the RPG, and made their entrances less narrow and remove the doors, because these slow down movement a lot. <br> <br>All in all, looks nice, but I'm not so sure about how it'll play.



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Re: dm_defenestrate
Posted by lamellama on Sun Dec 31st at 1:00pm 2006


Thankyou Skyrider, the map is now on filefront.



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Re: dm_defenestrate
Posted by Captain P on Thu Jan 4th at 7:19pm 2007


I ran through it for a while, and it looks nice. More 'happy', sunny, compared to the HL2 highway 17 levels. <br> <br>Performance wasn't super though, I got 20fps on average, with 15fps as a minimum. I don't know how that behaves when put on a server, but it's on the edge I think. <br> <br>Gameplay-wise, I haven't tested it against others, but it felt very linear to me. The map doesn't look very balanced either with the RPG placed on a high, easy-to-defend spot. Of course, the crossbow can be found on the other side, but that one is pretty inaccurate on long distances, and besides the houses there's virtually no cover against the RPG. <br>The houses provide some variation with their close-quarter combat, but I think you should've added more of them to outbalance the RPG, and made their entrances less narrow and remove the doors, because these slow down movement a lot. <br> <br>All in all, looks nice, but I'm not so sure about how it'll play.




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