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ONS-TCP-ToySoldiersV2
Posted: Sun May 21, 2006 7:21 pm
by Kobra
first i post the map here for some tests.
please report me error or more ideas
i changed a few things since the last map:
- new and more realistic texture
2 more powernodes
more vehicles
omg even botpaths included :O (but no comment lol)
battle bikes
and better lightning
you need to download the battle bike files by yourself i think.
ONS-TCP-ToySoldiers_SE - The Latest Version 08-07-2006
Posted: Mon May 22, 2006 1:11 pm
by }TCP{Carnage
Found a little something concerning the map behavious on the server .. might be usefull
Originally Posted by |°|-|1r$7y
according to the whole thread: no spider mines! flak, assault rifle, shield and the shock rifle. dont know really how much each weapon is causing a lag...
mines are far and away the laggiest weapon. all the others vary a little bit, but none rape the server's cpu like mines do.
Also saw that a nice amount of fog makes it run a lot better .. both for server as client .. but hmmz smoke/ fog in ure room .. ah well perhaps u have some thoughts on that

Posted: Mon May 22, 2006 4:32 pm
by Kobra
so you think it would be better to kill all spidermine guns?
they arent much usefull in ToySoldiers anyway i think ^^
and yes, i also thought about to put some fog in it even if it looks weird when there is some fog in a room...anyways, i will just put some fog on couse that makes the gameplay much smother

Posted: Mon May 22, 2006 6:00 pm
by }TCP{Snowbird
I have one suggestion. Instead of zones and fog, use blocking volumns to cover up static mesh drawing. Such as in your couch, or in a wall. Blocking volumns prevent the engine from drawing static meshes. This is a round about way of getting results, and you have to be careful about how many you use. Try takeing out the zones, and useing blocking volumns.
Posted: Mon May 22, 2006 7:55 pm
by }TCP{Carnage
Err no idea about the zone / block thing coz i dunno anything about that but yes i think the map would be just fine without the spider mines

Posted: Tue May 23, 2006 8:06 pm
by Kobra
maybe the link turret couse also lag?
and about the blocking vollume frank... are you sure? that makes no sense to me..
Posted: Tue May 23, 2006 8:18 pm
by }TCP{Carnage
Nah i doubt that any other gun for that matter
But the spiders i can imagine .. but then again it doesn't always seem to be that way .. some maps also have spiders and they just run fine ..
It is most likely just the way the map is built .. but unfortiunatly i have no knowledge on how to improve that

Posted: Sat May 27, 2006 1:12 pm
by Kobra
im done with the map now, i put on doors for each room and a little fog now it seems to be smoother.
but one question, shall i delete the bikes? couse the map + texture is already about 30MB and the bike files are also about 25MB i think... that would take ages to load the map

Posted: Sat May 27, 2006 3:30 pm
by }TCP{Snowbird
it might be better for those of us who have reinstalled, or are just starting the game....I have not tried the new version out yet....I will look tonight, Have you posted the last version here?
Posted: Tue May 30, 2006 8:46 pm
by }TCP{Carnage
How's the progress on this ?
any testing we can do yet ?

Posted: Wed May 31, 2006 3:52 am
by }TCP{Snowbird
Sorry, I have been swamped with other things. I will look at it tonight.
Posted: Wed May 31, 2006 6:00 pm
by }TCP{Snowbird
Something is not right with the map, or the file. I can not open it in the editor, or in the game itself. It crashes both with an error message of runtime. Does anyone else have this problem?
Posted: Wed Jun 07, 2006 7:25 pm
by }TCP{Carnage
Well from the version i downloaded from this topic here are my comments
First off i think the map looks great .. like the added stuff .. fences and so on

also the jumpramps are fun with the battlebikes
The map seems a little dark but that is a good thing i think that will at least make it run smoother
So all in all good job

curious to see what the last version looks like
Now a few sidenotes ..
It took me quite a while to get all the files needed for this map to run coz apperantly u used some textures from other maps and unfortiunatly rather big ones too .. and when i say big i mean BIG
I'll make a list below to see what u used
Kee
first one u need is obviously the map and the textures within the archive
then u need the battlebike mod
BattleBikes 12 MB zipped from wich u basicly need all the files in there
nr 2 : U apperantly used some textures and static meshes from a map calles AS-Jumpship
AS-JumpShip 12,5 mb zipped from wich u need the Jumpshipobjects.utx 11,32 mb and the JumpShipobjects.usx 4,8 mb
nr 3 : U used some more textures from a map called
DM-Urotsukidoji 42,5 mb zipped from wich u need the Urotmesh.usx 22,9 mb and the Urottex 44,8 mb ..
As u can see this makes for a redicilously large download
57 Mb compressed from the redirect server
134 Mb directly from the gameserver
So my suggestion would be to try and use the standard textures / static meshes ( i know the clan pics and so on are cuustom of course)this will definaly keep the size down
Hehe that's about it from me
Hope it helped a bit
Cheers
Car...
Ow btw i've put it on my testserver so if u peeps are curious what it looks like play it there .. ive put all the downloads for the map on a different redirect //.. the password to get in =
testing
Posted: Wed Jun 07, 2006 8:55 pm
by }TCP{Snowbird
OK...Damn.... I thought I was good at mapping, and getting around hard to handle thigns. But I could not get into his map at all. Congrats Car for achieving the impossible. How did you figure all this out?
Where did you put it, in your test server? Where is that. I would love to see what happened to this map.
Posted: Wed Jun 07, 2006 9:12 pm
by }TCP{Carnage
testserver is in the list .. or at least it should be
All other downloads there are not on the redirect btw so all other downloads will go slow .. but if u been on our normal ONS server u just need to download the map + stuff needed for the map wich is redirected
ip = unrealserver.dnsalias.net