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need people to test my sp mission


patchx

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i put a post at the beta testers board but i dont think anyone goes there ever by the look of it

 

my sp mission is just about done (i had to cut it short because it started saying stuff about running out of light map memory or something) and i want someone to tell me how it goes with framerate and if bits are too hard or too easy etc

 

it involves a few mods u play as tavion and fight republic troops theres 3 new good jedi to slice up etc. etc..

but ive got it set up as a mod so it wont effect your normal sp game

 

also id like to hear if its too short or not

 

-patch

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IMPORTANT INSTALLATION INSTUCTIONS for anyone who gets it

 

put the Tavion folder into you gamedata directory NOT you base directory and then start up JK2 and select the setup/mods menu and load Tavion

 

then start a new game on jedi difficulty

 

-patch

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Just uploaded it:

 

http://bansheestudios.hypermart.net/tavion.zip

 

 

My thoughts:

 

Poor framerate - I never got higher than 30 fps. Did you put area portals for the doors? Architecture is nice, especially on the city streets. There are some Z-fighting errors. Textures generally fit well, although in some places needed to be stitched, or just didn't make sense in that spot. The level was also very hard - I had to cheat to get past the spot with all the Rebels with rockets (right after you fight the rodian jedi, in the nightclub). I had to use noclip in the detention center to get through the door, then the "boss" used force pull and pulled a box into itself, killing it. I wanted to like the level, but it needs more polish and difficulty tweaking.

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Thanks for that.

 

I too am having trouble with fps, patch pointed out my level is mostly rendering the who level! DOH

I have areaportals but some dont seem to be working.

Can you tell me if they need to be slightly bigger than the door they are in or exactly the same size?

 

Thanks again.

 

- Pseudopath.

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theres nothing much i can do about the framerate in the citystreets the architecture was too complex and you can see lots of it at the same time it was difficult to get it even playable..sigh

 

i used area portals in every door and hint brushes around corners

 

i could take out some stuff (speeders, lampposts etc..) but then it will look crap

do you really think its that bad? i really dont wanna have to remove stuff

 

your supposed to go upstairs and take out the rebels from the balcony thats why theres thermal up there but you can just use force push to push there rockets back at them from up there (killed 'em all in about three seconds :D )

 

where did you have to use noclip?

 

did u release the prisoners and use the computer etc...?

 

also the box throwing problem with the jedi is one of the things im trying to find a workaround with im gonna set up a counter that is triggered by 2 triggers

so that the boss has to be in one section of the room and u in another took keep him out of the way

...that should sort it out...if not ill just dump the idea

 

-patch

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Pseudopath, here's a good tutorial: http://planetquake.com/qworkshop3/tutorials/areaportals/index.html

 

patchx: Ah, I knew there had to be a simple solution to taking the rocket guys out. I had to noclip in the area with the prisoners, I couldn't find the computer or whatever. Admittedly, I ran through the level quickly - I'll go through it again tonight and take it slower. I will also check out r_speeds and walk around using show_tris and lock_pvs to see if there are any major areas that could use optimization.

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i imporived framerate on the streets slightly (but noticibly) theres not much more i can do i think its just the price you pay when you try to make a tall city type place with detail

 

i guess thats why ravens Nar Shadda was so crap and boring looking

 

i made the framerate in the nightclub heaps better

 

its staying around 27-34 the whole time depending on where your facing is that too crap still?

i could make the interior at the bottom back end less curvy and more boxy but i really like it as it is...what do u think?

 

oh and i had to get rid of the force thrown box things they just werent working out ...

 

unless someone can tell me how to make target_counter's have to recieve both trigger messages within the same second to send there trigger message

 

-patch

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ok i got a few more sudgestions to increase the frame rate

 

1) try caulking the very tops of buildings and any where where there are actualy going to be faces rendered but there is no way the player is gona see them without cheating

 

2)make sure buildings are structural as they are needed to split the level up for vis

 

3) try placing area portals so they cover the top of each section of street so that when you look at a row of buildings theres no way the stuff behinf them is going to be rendered.

 

ok i hope that helps

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