Oc_Sytems Mini Campaign
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Re: Oc_Sytems Mini Campaign
Guide yourself with report_entities. If you are heading for a 8 player max map, the maximum of entities would be 1500 at the same time (the players and all their stuff like weapons, bullets and others counts dynamically too) before gettting a ED_ALLOCS crash. Make sure you send to kill any entity after being used.
After that, only you have to take care about the number of NPCs around at the same time (don't allow the IN part of the net_graph to go over 600 or massive lag is assured as you can see in Starship Troopers) and optimizating the models (fade distances helps) and brushes rendered on a VIS.
After that, only you have to take care about the number of NPCs around at the same time (don't allow the IN part of the net_graph to go over 600 or massive lag is assured as you can see in Starship Troopers) and optimizating the models (fade distances helps) and brushes rendered on a VIS.
Re: Oc_Sytems Mini Campaign
While i was aware of the props and vis and net_graph / wireframe, i dint know too much about the limit of active entities, only that it needed to be kept low, but uncertan how low. Thanks for the information ill keep an eye on it.
So many idea's, So less time
DA: http://cementiet.deviantart.com/
DA: http://cementiet.deviantart.com/
Re: Oc_Sytems Mini Campaign
You don't need to keep the incoming below 600, that's really low. Most maps are between 1000-2000 on action parts with no problem.
You just have to be careful about not overloading the server's CPU with too many NPCs or physics objects, which is why Starship Troopers might lag on some servers.
You just have to be careful about not overloading the server's CPU with too many NPCs or physics objects, which is why Starship Troopers might lag on some servers.
Re: Oc_Sytems Mini Campaign
Another update regarding the map, added just like trainride an person with ''(deep story) telling what stuf u need to do''
Uchi will spellcheck since im aware my writing is ''epic'' Thanks ahead for that.
Map layout is totaly done, just adding details, npc's, etc at the moment.
Added some custom sounds and some ambient tracks.
I kept the container escape even how retarded it is, i think it does fit with the map somehow.
Will add a few custom textures (minor ones)
Pic
The in is arround 180-500 ish, did try it on a 5 year old laptop and seems to work fine so i assume this is accaptable.
FPS arround 30 ish on laptop (1920xx1080 full settings), no idea on main pc atm since wife stole it for gaming.
Hope you like it, feel free to have suggestions.
Uchi will spellcheck since im aware my writing is ''epic'' Thanks ahead for that.
Map layout is totaly done, just adding details, npc's, etc at the moment.
Added some custom sounds and some ambient tracks.
I kept the container escape even how retarded it is, i think it does fit with the map somehow.
Will add a few custom textures (minor ones)
Pic
The in is arround 180-500 ish, did try it on a 5 year old laptop and seems to work fine so i assume this is accaptable.
FPS arround 30 ish on laptop (1920xx1080 full settings), no idea on main pc atm since wife stole it for gaming.
Hope you like it, feel free to have suggestions.
So many idea's, So less time
DA: http://cementiet.deviantart.com/
DA: http://cementiet.deviantart.com/
Re: Oc_Sytems Mini Campaign
Small update regarding the series.
Oc_systems2
Added some func_detail
Spelling 2.0 (thanks Uchi for second check)
Added Tania overlay.
Might add some more detail/semi rebuild. depending on free time in rl left.
Oc_systems2-2
Added lots of func_detail
Changed map logic (minor non player ''sees'' update)
Changed core defence to 2 strong npc's
Changed glass hitbox
Jumping part of the map is more smooth with func_ilusion (dont get stuck on small brushes)
Spelling 2.0 (thanks Uchi for second check)
Added Tania overlay.
Oc_systems2-3
Beta test done today. no mayor problem. (overflow at small part of the map but seems not to influence gameplay - error is unkown why)
Added more npc's at spawn area
Increased wave spawnrate
Includes Tania overlay
Spelling 2.0 (thanks Uchi for second check)
Server hosting and bug hunting thanks to Hikonyan.
Bug hunting thanks Uchi
Will increase wave lenght
Oc_systems2-4
Added lots of func_detail
Spelling 2.0 (after check will be done soon)
Minor clip added for chopper
Minor change with ''mothership''
Map is too... old to get a good update, wont change it too much. (Needs total rebuild almoust)
That was it, no juicy pic this time.
Oc_systems2
Added some func_detail
Spelling 2.0 (thanks Uchi for second check)
Added Tania overlay.
Might add some more detail/semi rebuild. depending on free time in rl left.
Oc_systems2-2
Added lots of func_detail
Changed map logic (minor non player ''sees'' update)
Changed core defence to 2 strong npc's
Changed glass hitbox
Jumping part of the map is more smooth with func_ilusion (dont get stuck on small brushes)
Spelling 2.0 (thanks Uchi for second check)
Added Tania overlay.
Oc_systems2-3
Beta test done today. no mayor problem. (overflow at small part of the map but seems not to influence gameplay - error is unkown why)
Added more npc's at spawn area
Increased wave spawnrate
Includes Tania overlay
Spelling 2.0 (thanks Uchi for second check)
Server hosting and bug hunting thanks to Hikonyan.
Bug hunting thanks Uchi
Will increase wave lenght
Oc_systems2-4
Added lots of func_detail
Spelling 2.0 (after check will be done soon)
Minor clip added for chopper
Minor change with ''mothership''
Map is too... old to get a good update, wont change it too much. (Needs total rebuild almoust)
That was it, no juicy pic this time.
So many idea's, So less time
DA: http://cementiet.deviantart.com/
DA: http://cementiet.deviantart.com/
Re: Oc_Sytems Mini Campaign
I've sent you a request on Steam, would love to join your beta tests, if there's any more.
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- Team Member
- Posts: 2470
- Joined: Mon May 10, 2010 11:50 am
- Location: Spain
- Contact:
Re: Oc_Sytems Mini Campaign
Same as Shana, give me a call if you see me online. I always like to help.
Re: Oc_Sytems Mini Campaign
Thanks for the info ill keep it in mind.
Another slight update,
Systems2-1
Added even more func_detail.
Added 1 ambient intro track.
Added more detail arround the bridge area.
Updated the ''cube'' skybox into a more suitable combine building. might add more detail later depending on fps. See picture
Rebuilding some part of the map
Might make map HDR depending on time left and rebuild done.
Having a strange light issue.
Systems2-2
Map is HDR now.
Added 2 ambient tracks.
systems2-3
Fixed possible problem with the escape container if working/blocking the item together.
Picture
The cube vs the factory
Please notice the fps is incorrect. 1 pic is taken on my desktop and other one on my laptop. (Was forced to move again due gaming needs of ze wife...)
Hope you like it.
Another slight update,
Systems2-1
Added even more func_detail.
Added 1 ambient intro track.
Added more detail arround the bridge area.
Updated the ''cube'' skybox into a more suitable combine building. might add more detail later depending on fps. See picture
Rebuilding some part of the map
Might make map HDR depending on time left and rebuild done.
Having a strange light issue.
Systems2-2
Map is HDR now.
Added 2 ambient tracks.
systems2-3
Fixed possible problem with the escape container if working/blocking the item together.
Picture
The cube vs the factory
Please notice the fps is incorrect. 1 pic is taken on my desktop and other one on my laptop. (Was forced to move again due gaming needs of ze wife...)
Hope you like it.
So many idea's, So less time
DA: http://cementiet.deviantart.com/
DA: http://cementiet.deviantart.com/
Re: Oc_Sytems Mini Campaign
Another update regarding the series:
Systems 2-1
Rebuilded 80% of the map (more combine styled)
Map is HDR now
New "intelligent'' Doors for fps increase (Thanks Hikonyan betatest long time ago)
Map is more detailed now. (still not great but, does the job)
Redid spawning of combines (more types of combines now)
Different manhack spawn system. (sliiiiiightly less hardcore)
Multy CPU panels instead of 1 single strong one.
Map programmed to force coop more/less rush.
Forced countdown timer name for the oc_systems series (bug did occur that server did remember old name tags)
Systems 2-3
Added text detailing
2-4
Added more func_detail
Minor text changes and spelcheck 2.0 (thanks Uchi)
Oc_systems 2-1 compare pics:
Thanks uchi for old pics
Systems 2-1
Rebuilded 80% of the map (more combine styled)
Map is HDR now
New "intelligent'' Doors for fps increase (Thanks Hikonyan betatest long time ago)
Map is more detailed now. (still not great but, does the job)
Redid spawning of combines (more types of combines now)
Different manhack spawn system. (sliiiiiightly less hardcore)
Multy CPU panels instead of 1 single strong one.
Map programmed to force coop more/less rush.
Forced countdown timer name for the oc_systems series (bug did occur that server did remember old name tags)
Systems 2-3
Added text detailing
2-4
Added more func_detail
Minor text changes and spelcheck 2.0 (thanks Uchi)
Oc_systems 2-1 compare pics:
Thanks uchi for old pics
So many idea's, So less time
DA: http://cementiet.deviantart.com/
DA: http://cementiet.deviantart.com/
Re: Oc_Sytems Mini Campaign
Looks great! Keep it up!
Re: Oc_Sytems Mini Campaign
Update regarding the series:
2 beta tests done
Thanks Shana for Hosting/testing
Thanks Uchi for testing
Systems 2-1
More npc's added to increase lenght of the map. (was realy too easy)
Added minor details
Systems 2-2
Fixed issue with a gate
Fixed spawn of "core'' Combines
Systems 2-3
Fixed issue where the player could blow up CPU connectors with grenades before, even when there was a wall.
Fixed AI problem (Thanks Shana)
Systems 2-4
Fixed spelling (different file)
Reduced HP of spawn portals.
Slightly reduced waves of combines.
No map pics left.
Instead enjoy this horse.
http://orig09.deviantart.net/529a/f/201 ... 9ay7if.jpg
2 beta tests done
Thanks Shana for Hosting/testing
Thanks Uchi for testing
Systems 2-1
More npc's added to increase lenght of the map. (was realy too easy)
Added minor details
Systems 2-2
Fixed issue with a gate
Fixed spawn of "core'' Combines
Systems 2-3
Fixed issue where the player could blow up CPU connectors with grenades before, even when there was a wall.
Fixed AI problem (Thanks Shana)
Systems 2-4
Fixed spelling (different file)
Reduced HP of spawn portals.
Slightly reduced waves of combines.
No map pics left.
Instead enjoy this horse.
http://orig09.deviantart.net/529a/f/201 ... 9ay7if.jpg
So many idea's, So less time
DA: http://cementiet.deviantart.com/
DA: http://cementiet.deviantart.com/
Re: Oc_Sytems Mini Campaign
New version RELEASED.
After quite some time spend on it, its done. (lost count of the hours but i gues 60+ would not be strange)
Serveral tests alone and with players.
See front page for more info.
Extra dl link here.
http://sta.sh/01q5usdkfv4z
After quite some time spend on it, its done. (lost count of the hours but i gues 60+ would not be strange)
Serveral tests alone and with players.
See front page for more info.
Extra dl link here.
http://sta.sh/01q5usdkfv4z
So many idea's, So less time
DA: http://cementiet.deviantart.com/
DA: http://cementiet.deviantart.com/