I forgot to ask in game, but did anyone have any FPS drops on the latest Glassworks? Specifically around final?
Yes, but I was having issues with framerate the whole time, so I'm not sure how reliable that is. And also the fact that there tends to be a lot more stuff onscreen when you're fighting over last. But I was dropping from 30 to about 10 when pushing last.
I forgot to ask in game, but did anyone have any FPS drops on the latest Glassworks? Specifically around final?
I had some, but my computer is butts. Actually noticed it more outside around second.
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CorehealerThe ApothecaryThe softer edge of the universe.Registered Userregular
I had no FPS dips anywhere myself. Everything seemed fine other then that one time some of the metal textures turned checkerboard purple and black.
I also really like the crystal idea, especially with the laser cannons. Really gives people a good, subtle sense of both the Glassworks name and what they are actually fighting for here visually, which in this case is giant laser cannons and the crystals that make them.
I had no FPS dips anywhere myself. Everything seemed fine other then that one time some of the metal textures turned checkerboard purple and black.
I also really like the crystal idea, especially with the laser cannons. Really gives people a good, subtle sense of both the Glassworks name and what they are actually fighting for here visually, which in this case is giant laser cannons and the crystals that make them.
So if the crystals are part of the process by which the lasers are made... cp_crystalmethod
I wasn't sure if I was going to or not, but I sort of thought of having it "turn on" on final capture and having it zazz the area a bit. Events on win are always fun, right?
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
curse you, tdot, and your making me watch dumb sfm videos well into the night
If you guys want to watch a thing, there's a showmatch going on live here in a few minutes. The engy Gaberoll has been a big supporter of Glassworks and is the leader of the team who wants to face us on Trainsawlaser eventually.
The correct term is MOTD, that's what TF2 has always called it, and that's what we've always called introductory messages when connecting to a server.
If you disable HTML display it won't show up. Disabling downloads might prevent it too, not sure.
No, I mean 'thumbnail' in reference to the image on the video, not the MoTD. (I did say MoTD in my first post on this matter.) The 'not proper term' thing was because a thumbnail is supposed to be a small preview of a image, which the images at the start of videos doesn't really classify for because that image can be totally unrelated to the video (which is something krunk has a tendency to do).
Map Changelog
Beta 7-
Lowered second capture zone to disallow capture while standing on surrounding walls
Added missing health/ ammo to Blu side
Fixed reflections issues (added more cubemap ents)
Fixed visible nodraws
Started optimizing lightmaps
Adjusted lighting
Beta 6-
Fixed missing clipping/ prop symmetry
Detailed final building interior! Finally!
Detailed final building! This was so much work it deserves two spots in the changelog
Added custom props created by Aly for the map
Adjusted detailing all around map
Added new railing in upper lobby
Moved health/ ammo at final
Added small health/ ammo on mid (ramp buildings next to center)
Minor timing tweaks
Massive lighting pass
Adjustged color correction
Added in spectator cameras
Easter eggs!
Optimized fucks given counter-- wait wrong map
Is good. The fire extinguisher at the second spawn drove me mad with the way the reflection would just swap once you were close enough.
Yeeeeah..,. I totally didn't fix that. I think that's just a think the extinguisher does. I know exactly what you're talking about, the ones in front of final do the same thing. It's actually the level of detail of the prop changing as you get closer/ further away and it's lowering it's poly's so the round shape is changing to somewhere where it reflects differently. I might axe them because of this.
I know you want to have an epic shadow of the crystal laser thingamajig falling across the CP, but I still think in the long term you'll have to consider turning the lightmaps down a bit, that shadow is created by sunlight and it's the only place in the entire map where the shadows are that sharply defined.
It looks a bit out of place, really.
And now you understand why lighting is a much more important job than stupid baby stuff like clipping. :rotate:
Is good. The fire extinguisher at the second spawn drove me mad with the way the reflection would just swap once you were close enough.
Yeeeeah..,. I totally didn't fix that. I think that's just a think the extinguisher does. I know exactly what you're talking about, the ones in front of final do the same thing. It's actually the level of detail of the prop changing as you get closer/ further away and it's lowering it's poly's so the round shape is changing to somewhere where it reflects differently. I might axe them because of this.
turtleantGunpla Dadis the best.Registered Userregular
Oh yeah, just FYI I probably won't be around for HoNC this week. Won't be getting back from this trip till friday evening and I'm going to be dead tired.
Posts
Yes, but I was having issues with framerate the whole time, so I'm not sure how reliable that is. And also the fact that there tends to be a lot more stuff onscreen when you're fighting over last. But I was dropping from 30 to about 10 when pushing last.
I had some, but my computer is butts. Actually noticed it more outside around second.
I also really like the crystal idea, especially with the laser cannons. Really gives people a good, subtle sense of both the Glassworks name and what they are actually fighting for here visually, which in this case is giant laser cannons and the crystals that make them.
So if the crystals are part of the process by which the lasers are made... cp_crystalmethod
Now I have an idea for a map set inside a massive disco with opposing VIP sections leading to red blue underground spy lairs.
I really like the idea that Red and Blue teams both put their secret lairs in the same discos without realizing it
and then engaged in all out war once they realized what happened
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
Just as planned.
-The Administrator
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
The map that my roommate's been working on, which I plan to pass along to Mavers as soon as he gives me an RC, is more or less based on this concept.
@ZS
http://youtu.be/XBVgEdTSLwM
NO? WELL TOO BAD
I DESERVED THAT KILL HE WAS ABOUT TO DIE
http://youtu.be/Hczse0P51jc
What still is that?
the thumbnail
you know, the one you see before you click play
I just didn't want to say 'thumbnail' because it's not technically a thumbnail but that's what people call it anyway
If you disable HTML display it won't show up. Disabling downloads might prevent it too, not sure.
No, I mean 'thumbnail' in reference to the image on the video, not the MoTD. (I did say MoTD in my first post on this matter.) The 'not proper term' thing was because a thumbnail is supposed to be a small preview of a image, which the images at the start of videos doesn't really classify for because that image can be totally unrelated to the video (which is something krunk has a tendency to do).
Download here (bz2)
Changelog:
https://www.youtube.com/watch?v=5sDwyZCljoQ
https://www.youtube.com/watch?v=uAVJWUTQ69I
Screenshots:
Is good. The fire extinguisher at the second spawn drove me mad with the way the reflection would just swap once you were close enough.
Yeeeeah..,. I totally didn't fix that. I think that's just a think the extinguisher does. I know exactly what you're talking about, the ones in front of final do the same thing. It's actually the level of detail of the prop changing as you get closer/ further away and it's lowering it's poly's so the round shape is changing to somewhere where it reflects differently. I might axe them because of this.
I know you want to have an epic shadow of the crystal laser thingamajig falling across the CP, but I still think in the long term you'll have to consider turning the lightmaps down a bit, that shadow is created by sunlight and it's the only place in the entire map where the shadows are that sharply defined.
It looks a bit out of place, really.
And now you understand why lighting is a much more important job than stupid baby stuff like clipping. :rotate:
Unacceptable!!!
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)