Lag and speed

Lag and speed

Re: Lag and speed Posted by Carcase on Sat Nov 15th 2003 at 9:10pm
Carcase
145 posts
Posted 2003-11-15 9:10pm
Carcase
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145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
first of all, i will begin by saying that my computer is a beast with 2.5 ghz! so how come my maps are SO SLOW! What causes your map's framerate to lower. I am making a map for Sven coop with about 26 total enemies and turrets. is there a command i can use to speed up my map?
Re: Lag and speed Posted by Campaignjunkie on Sat Nov 15th 2003 at 9:42pm
Campaignjunkie
1309 posts
Posted 2003-11-15 9:42pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Make sure your 3d renderer is not Software; OpenGL will probably be your best choice. That's pretty much the only possibility I can think of; that you forgot to change your renderer.
Re: Lag and speed Posted by Carcase on Sat Nov 15th 2003 at 10:57pm
Carcase
145 posts
Posted 2003-11-15 10:57pm
Carcase
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145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
well, its framerate was a lot faster, but that was only when i was say, inside a closed building facing a wall.
Re: Lag and speed Posted by fishy on Sat Nov 15th 2003 at 11:24pm
fishy
2623 posts
Posted 2003-11-15 11:24pm
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
high r_speeds

there are lots of reasons this can happen. over complicated architecture, large open spaces, detailed areas being visible from other detailed areas, using -fast vis in the compile proccess. and more.

try to keep r_speeds below 500 in areas where you expect a lot of action, and below 800 elsewhere. i'm not saying this is a must, but it's really what you should aim for. /me looks at my own map in horror :eek:

i reckon that even on a relativly new system, r's of over 1500 will cause frame loss.

type r_speeds 1 in the console to check them. r_speeds 0 to turn them off :rolleyes:
Re: Lag and speed Posted by Cash Car Star on Sun Nov 16th 2003 at 2:35am
Cash Car Star
1260 posts
Posted 2003-11-16 2:35am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
You forgot to add a func_magic point entity into your map. It allows you to specify a minimum framerate that all computers will run the map at - regardless of how many models and things shooting and whatnot are visible in the map. This is just one of the many uses of the func_magic - it can do anything really.
Re: Lag and speed Posted by Carcase on Sun Nov 16th 2003 at 3:07am
Carcase
145 posts
Posted 2003-11-16 3:07am
Carcase
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145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
man, shuddup. func_magic... anyway, ya, my map is running at 45000 r_speed, its just way too big.
Re: Lag and speed Posted by Campaignjunkie on Sun Nov 16th 2003 at 4:00am
Campaignjunkie
1309 posts
Posted 2003-11-16 4:00am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
It was r_speeds the whole time? Geeze. That's just really a fundamental part of mapping that I thought everyone understood.

Also be advised that a func_magic begins off. You need to use a trigger_magic to target it, along with specifying how much magical-ness you want (0 - 5 gajillion)
Re: Lag and speed Posted by Jinx on Sun Nov 16th 2003 at 7:21am
Jinx
874 posts
Posted 2003-11-16 7:21am
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874 posts 692 snarkmarks Registered: Nov 27th 2002 Location: Ohio
Carcase said:
man, shuddup. func_magic... anyway, ya, my map is running at 45000 r_speed, its just way too big.
eek 45,000 or 4,500? either is waaayyy to high. I have a couple intro tutorials on rspeeds and keeping them lower, maybe they'll help you out a bit:

http://www.cryotank.net/maps/tutorials/index.html
Re: Lag and speed Posted by Dr Brasso on Sun Nov 16th 2003 at 7:37am
Dr Brasso
1878 posts
Posted 2003-11-16 7:37am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
im particualy fond of the func_magic....its the only way i can finish most maps... :rofl:

Doc Brasso... :dodgy:
Re: Lag and speed Posted by fraggard on Sun Nov 16th 2003 at 7:47am
fraggard
1110 posts
Posted 2003-11-16 7:47am
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1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
I completely agree. The func_magic is definitely the most useful entity in a map... I mean, it does all that CCS said, plus it fixes leaks, improves the way the map looks, makes the game more playable, forces more servers to play the map, gives you free credit card numbers and enlarges your cough*hack* . Very useful. I think we need a tutorial.
Re: Lag and speed Posted by Carcase on Sun Nov 16th 2003 at 2:27pm
Carcase
145 posts
Posted 2003-11-16 2:27pm
Carcase
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145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
the null texture, i dont have it. i was gonna use that. yous guys know where i can get it?
Re: Lag and speed Posted by Hornpipe2 on Sun Nov 16th 2003 at 6:42pm
Hornpipe2
636 posts
Posted 2003-11-16 6:42pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
<TABLE cellSpacing=2 cellPadding=2 width="95%" align=center bgColor=black>

<TR>
<TD style="FONT-SIZE: 11px; COLOR: gold">? posted by www.snarkpit.com http:>Carcase</A></TD></TR>
<TR>
<TD bgColor=#151515>the null texture, i dont have it. i was gonna use that. yous guys know where i can get it?</TD></TR></TABLE>

Make sure you're using Zoner's Compile Tools 2.5.3 (build 17?) Not only do these produce better quality maps than the standard QCSG, QRAD, etc., but they come with a few textures specific to these tools - the HINT, NULL, and SKIP. You can google for these tools or probably just grab them off the valve-erc: http://collective.valve-erc.com

Screw the func_magic. I like the env_science. I understand it a lot better, despite the fact that it seems a lot less versatile than the func_magic. I suspect that as the version goes up it'll get a lot better at what it does.
Re: Lag and speed Posted by Dr Brasso on Sun Nov 16th 2003 at 7:05pm
Dr Brasso
1878 posts
Posted 2003-11-16 7:05pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
screw science....func_God rules....you can do absolutely everything with it, including, create entirely new worlds>>> :razz:

Doc Brass.../runs like hell!!! :arse:
Re: Lag and speed Posted by Gollum on Sun Nov 16th 2003 at 9:04pm
Gollum
1268 posts
Posted 2003-11-16 9:04pm
Gollum
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1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
Brassman, I'm disappointed in you. Surely you know that God, who is an incorporeal being, cannot have extension?

As such, God is a point entity (not a brush-based one). Attempts to use a func_God will result not only in your map crashing, but will also create a logic paradox that destroys the universe. If you must put a func_God in your map, you'll have to use the original compile tools, since they are more permissive (Zoner's tools will not allow you to destroy the universe).

I suggest using the alias_God entity from Spirit: it allows you to take upon yourself the divine aspect, and combining it with a locus_smite entity can be a lot of fun. The default env_God is also available, but gives you less control over the future.

You'll need the updated FGD file in order to use these entities. You can download that here.
Re: Lag and speed Posted by Vash on Sun Nov 16th 2003 at 9:19pm
Vash
1206 posts
Posted 2003-11-16 9:19pm
Vash
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1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
I am making a map for Sven coop with about 26 total enemies and turrets.
Ahem, I am assuming that they are not in the same area, But, if you can see them all at once it'll cause high e_poly's and such.
Re: Lag and speed Posted by Carcase on Mon Nov 17th 2003 at 6:46pm
Carcase
145 posts
Posted 2003-11-17 6:46pm
Carcase
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145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
no they are spreadided
Re: Lag and speed Posted by FIDDLER on Mon Nov 17th 2003 at 6:52pm
FIDDLER
39 posts
Posted 2003-11-17 6:52pm
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39 posts 14 snarkmarks Registered: Feb 4th 2003
spreadided?