A Maze

Request new mods.

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Ayumi
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Post by Ayumi » Fri Aug 10, 2007 6:11 pm

Leviathan wrote:I have one in the works already.

Have to fix it, because too many walls ARE INDEED laggy. D:

But after I fix that, it will be released. :O
Just use CE so the walls are part of the BSP. No more lag unless the textures are too complex and/or the map is too big :3
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sudo rm -rf /

Leviathan
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Post by Leviathan » Sat Aug 11, 2007 4:14 am

neko-chan wrote:
Leviathan wrote:I have one in the works already.

Have to fix it, because too many walls ARE INDEED laggy. D:

But after I fix that, it will be released. :O
Just use CE so the walls are part of the BSP. No more lag unless the textures are too complex and/or the map is too big :3
1) I don't have Full for PC.

2) I don't have a physical Windows PC. (As I use Parallels, and it's slow enough in SparkEdit with an average of 5 fps.)

;(

Ayumi
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Post by Ayumi » Sat Aug 11, 2007 8:32 am

Leviathan wrote:
neko-chan wrote:
Leviathan wrote:I have one in the works already.

Have to fix it, because too many walls ARE INDEED laggy. D:

But after I fix that, it will be released. :O
Just use CE so the walls are part of the BSP. No more lag unless the textures are too complex and/or the map is too big :3
1) I don't have Full for PC.

2) I don't have a physical Windows PC. (As I use Parallels, and it's slow enough in SparkEdit with an average of 5 fps.)

;(
Well, don't make a map bigger than a third of blood gulch with sparkedit, and make sure everything is as simple as possible. If you plan on making a map like that, anyway ;P
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sudo rm -rf /

Leviathan
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Post by Leviathan » Sat Aug 11, 2007 10:46 am

Haha. Currently, 1/3 of Blood Gulch is actually too big (and too laggy/frame rate-y) with what I've already got. I'm very surprised how much space you can battle with only about 1/5 or less of Blood Gulch.

toddee95
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Post by toddee95 » Sat Aug 11, 2007 7:41 pm

how will u stop it from being laggy
cause to many walls will make it to laggy

Leviathan
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Post by Leviathan » Sun Aug 12, 2007 4:14 am

toddee95 wrote:how will u stop it from being laggy
cause to many walls will make it to laggy
I think you answered your own question? o.o

Mota-Lev
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Post by Mota-Lev » Sun Aug 12, 2007 4:21 am

I don't think he was asking one.
Stupid tinypic removing my images

Leviathan
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Post by Leviathan » Sun Aug 12, 2007 6:09 am

You never know without punctuation. o_O

Altimit01
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Post by Altimit01 » Sun Aug 12, 2007 12:00 pm

If the walls are part of the bsp, then all of the collision detection is restricted to simple shapes that require little processing. That's how a bsp works, it takes the shape of a map and cuts it into simple shapes and arranges them in a balanced order (node tree) that makes accessing the individual shape quicker. Net result: takes awhile to build (longest process in map making with CE) but runs very light during gameplay.

If you make the walls out of scenery though, then collision detection is more open ended and because of how much processing is required, it lags.
Disclaimer: I am no longer active. Any posts, PMs or other communication I use has no guarantee of accuracy or follow up.
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Mac Hacker
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Post by Mac Hacker » Mon Aug 13, 2007 5:53 am

here yall go there is an uzi and smoke nades in this 2 :D really good for CTF
http://files.filefront.com//;8300956;;/

its for full only <_< back up your maps
TsGh

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