1 - Naboo: Conquest Beta_v4

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Blueline

Post by Blueline »

Today i have played your map and i must say it is laggy.and crashing about 5 min.
(BUT COOL MAP)
I think the lags come from the water :wink:
Captain_Mazda

Post by Captain_Mazda »

If it's crashing after about 5 minutes, try removing a bunch of redundant objects from your map. I haven't downloaded it yet.
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Post by PvtParts »

Well its clear that the crashing is definatly an issue and not specific to one person. I'd really like to see error logs, because I'm not having any issues at all..which is weird.

Edit: Like I suggested, try turning light settings to low and turning bloom off. I havent done this and it still works fine, but perhaps it will help ya'll.
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Post by -_- »

I'll see if I can reinstall SWBF2 and try this out! :D
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Post by Rekubot »

Well, turning off light bloom and everything increased my playtime to around 20 minutes, but it crashed while I was zooming around in a speeder; probably because there was too much being rendered at one time. I'll get a BF2 log tomorrow, but it'll probably be the same as the one that I sent you before.
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Post by RAymo »

i just played this map and my game never crashed :?

and i gotta say, other than the collisons and textures, i didnt find much wrong with this map. then again, i was just playing :lol:

its a great map, even for its size. i love the environment :P


EDIT: and i found the secret way into the city! through that crack with the trees :) . well its not really "secret" but its cool. i was up on a balcony thingie and i saw a bunch of droids coming in from there :lol:
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Post by PvtParts »

Yep theres a secret entrance into the rear of the city...right into the governers back yard...I might remove the ai planning there for the final - so its up to the player to discover it. But I just didnt like all the AI having to run all the city walls just to get in...

Well, heres my take on the crashing:

A number of old bf1 maps would crash my old system, no matter what. It just so happens that most of the current bf2 maps are very plain and not as taxing as the mentioned bf1 maps, and probably this one. So, I have a feeling that its just computer issues.

I can't really do much, because as I said it seems to be a matter of hardware. There is enough people experiencing the problem, however, for me to optimize the map (shrink it...remove unneeded foliage, remove some water, etc etc) so its not a problem.

I just downloaded the file I have uploaded, and am going to relocate my current version, and install the downloaded one. Hopefully it'll help us out a bit.
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Post by cloneknight »

it never crashed, but it is a little laggy. i dont know what it is but when i shot or blow something up i cant see it.
Captain_Mazda

Post by Captain_Mazda »

Now if you were to remove all the terrain from your map with ZE, how much water covers the map?
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Post by PvtParts »

You mean percent wise or are you saying to check for unneeded water underneath the terrain?

You've got a large ocean (if you leave the boundaries you'll find I didnt place water..well, too far outside the boundaries.) You have a relativly small lake and then a few rivers. No more than 20% i'd say, and I'm pretty sure its far below that...The map size is 512x512, so there is a fair amount of unneeded area. However, these extra areas have no foliage or anything on them, though they are textured (with a base layer, 1 tex)..

I just played the downloaded version, and ran it fine with no issues.

I'll look into cutting down on excess water, but I really don't like docking aesthetics too much. I could remove some tree's and foliage definatly though..

And about the laggyness...its really hard for me to judge. I think that compared to a large portion of the community here, I have a pretty high-end system. So when you guys are lagging to death I'm maybe seeing a 10-frame drop in fps, which can easily go unnoticed.

I'll try to optimize. My advice for you all, if you want, would be to decrease view and lod distance, and keep with the low lighting settings. Perhaps put model detail on medium, as this map is pretty heavy model wise.

Off the topic of this map, I'm planning to release 3 more in a 'preview pack'. These will be from 3 different 'chapters', being Naboo, DEV-Training (made up - clone developmental training), and Geonosis. Obviously not in any order, but they'll give everyone an decent idea of gameplay, sides, and all the other stuff.

This is the first map of the entire series, which is why you see 1 - before its name in the loading screen, along with it being part of the Preface era, and Chapter I Part I..

Next map in the series is already complete, and will appear in the preview pack - Naboo: Diversion (Battle of Grassy Plains)

PS. Rekubot, about the skybox..I dunno. I am not too fond of the yavin because 60 percent of the mappers dont bother to change it, but I personally really like it in this map. When I was thinking of a tex to edit to achieve the wanted look, this one came to mind because of its color variation - allowing my to have a variety of 'sunset colors' instead of, say, geonosis's skybox, which would've given me a relativly small range to work with (yavin has cloudy gray blue to bright yellow, geonosis is a dull yellowy-orange all over). I'm not sure how to fix the darkness around the edges issue...

Though one thing I would definatly like to do is move the sun down near the ground and change its color. I'm pretty sure I could change the color, but have no idea how to move it around (my previous attempts have failed).
Tuskenjedi

Post by Tuskenjedi »

Off Topic: This looks kind of like Deeja Peak.

@Pvtparts: I have I high rate computer as well, and I bet most others do as well, contrary to your belief, (of course I can't be sure, you may be totally right) so don't lower the quality of the map too much. And, about the sun, that might create a nice sunset view. Or, what you could do is lower the terrain on one edge of the map to make a cliff, then put the sun down there, that would create a pretty cool glowy effect.
Last edited by Tuskenjedi on Sat Dec 30, 2006 10:26 pm, edited 1 time in total.
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Post by PvtParts »

I might use your Deeja Peak idea along with that sun down a cliff idea again, I'm writing that down..

EDIT: and what I'd like to do is move the sun over the ocean, so its like a sunset on the ocean..
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Post by Moonwolf=SotG= »

seems good, not to crowed; not too chaotic , DLing now
(off topic: want to light some freakin' fireworks)
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Post by -(DW)-Arc9[E] »

euh...whats collomotry?
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Post by PvtParts »

Yeah the fireworks added a nice touch I think...

collomotry is collision geomotry
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Post by RevanSithLord »

PvtParts, you planning on going into space with Naboo or are you keeping it all ground?

Just a question.

I'd love to test your entire series. Am I still a tester for you?

*ps, installing this map now*
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Post by PvtParts »

Yep, all I need is an accurate cis ship (forget the name - C shaped with core bubble in the center) and I'm good to go.

The Preface Naboo chapter includes Naboo: Conquest (this); Naboo: Diversion (grassy plains battle); Naboo: Recapture (security force's recapture of theed); and Naboo: Odds (space battle)

And yep you're a tester. I had totally forgotten to send it to ya cause I haven't really heard from ya. Lemme know what you think.

I've fixed a missing capture region and the black texture in the planters, among with the addition of Rekubots beautiful S-5 Heavy Blaster Pistol.

ps. @Revan: you still need help on your map? I'm actually bogged down currently but if ya need anything go ahead and send it to me to look at.
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CIS Coreship

Post by AceMastermind »

PvtParts wrote:Yep, all I need is an accurate cis ship (forget the name - C shaped with core bubble in the center) and I'm good to go.
Image

I built this one from scratch and the poly count is a bit high so I may have to delete some details, but I'm still in the texturing process, the hangars are done though.
If dragonum doesn't release his soon, then i'll release mine in a few days.
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Post by PvtParts »

Dang. Looks great to me. If thats the case then yep the space map is in.
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Post by RevanSithLord »

Lucrehulk-class
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