WIP Beta released San Frisco 0.0.1

Sloped City, Police Chases, Destruction, Fun

  1. chelak

    chelak
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    Bro , this is cool map but fps.. Do something...
     
  2. JonasTMT

    JonasTMT
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    If you read the whole discussion (what I recommend if there are not too many posts) I said that I'll do that. I try my best to make it better! Update probably in 2 weeks (busy with school :( )
     
  3. killstreak451

    killstreak451
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    ad some railway tracks like the real sf
     
  4. Danny Werewolf

    Danny Werewolf
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    This isn't supposed to be a Replica tho, as he said.
     
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  5. killstreak451

    killstreak451
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    yah but still that would be cool
     
  6. JonasTMT

    JonasTMT
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    Maybe, need to do research, but lagg will be fixed sooner. (is that English?)
     
  7. killstreak451

    killstreak451
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    yep
     
  8. mattlogo21

    mattlogo21
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    when ever you look at the three towers you get lagg
     
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  9. Spencer Johnson

    Spencer Johnson
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    No, It's a custom model! Remove the custom models 1 by 1 and find the one that was lagging it!
     
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  10. JonasTMT

    JonasTMT
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    The blue building, probably. I try my best to stop the lagg VERY SOON :)
     
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  11. JonasTMT

    JonasTMT
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  12. bob.blunderton

    bob.blunderton
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    Yeah those FPS numbers are pretty bad here on my end (ignoring the new version immediately above this post, which I will grab tonight).
    It's a great idea, and I like how you integrated jumps into everything, leaving not just the roadway as the driving surface in some spots... however, <20fps in some spots on the following machine config (below) was really awful at some points looking across the map. I tried knocking the draw distance down, but the models were pulling it waaaay down. The zebra crossing also did not work properly here and I don't have any conflicting versions on here that would interfere.

    i7 4790k, 4.4ghz all cores turbo, 16gb 2400mhz ram DDR3 dual channel, Rx 480 8gb XFX XXX edition, all SSD machine with a Soundblaster in it.

    So yes, you generally want to keep fps above 30~40 in all areas for best playability, users will get poor playback experience when they drop below 20fps as the game engine throttles when things slow down below 20fps. Below 30 or so FPS things get noticeably choppy. My maps are no FPS shining examples but I tried my best and did what I could. If you haven't done it already, make sure meshculling is enabled on all your models. This is something you'd use a bulk-replacer on in notepad++ or something (it's a program, it's free). Always make backups when editing the text files/scripts in a text editor, though, just a word of warning.

    Also, make sure to always script your models into the forest brush and use them there when possible (if they have built-in collision meshes!), because there is a hard limit of 4096 objects including the player, camera, and any waypoints for AI, buildings not in forest brush, etc. Anything and everything that is *NOT* in the forest brush counts toward your limit. Going over this limit will result in parts of the map loaded last to not show up. If you've made those skyscraper models yourself, remove any unnecessary surfaces from the insides of them and enable visible collision if possible, if it doesn't work, consider checking if you've grouped the model right (and if the model's origin is off, the collision could be thrown off too, I am fixing this on my custom models right now too).

    It's a really nice idea, and atleast someone is trying to make some sort of city map or otherwise dense urban area.
    Please look up the 'something about roads' thread on this forum (i think it's under content creation but it's best to search for it). It'll detail how you can use a mesh road to sculpt your hilly roadways into something more resembling what you want them to be (then you get rid of the mesh road, because mesh roads = poo). Now you can put a road ANYWHERE just the way you dream it, perfect, almost every time.
    I will post back when I check out the updated version, just wanted to touch base with my impressions of the map.

    Yes, I was kind of sad, that I couldn't drive off the top of the skyscraper, boooooooo...

    --Hope this helps, and good luck mapping, and I look forward to your future endeavors on here.
     
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  13. Rainvest

    Rainvest
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  14. bob.blunderton

    bob.blunderton
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    When you work with audio, motherboard sound chips won't suffice. Look up 'Creative Labs Sound Card' on the internet. I had once since I had my 1st 486, so I am partial to them (if you don't know what a 486 is, it was an old computer that could 'just' run DOS Doom decently enough, circa 94~95 or so).
     
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  15. Rainvest

    Rainvest
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    Ah, thanks!
     
  16. JonasTMT

    JonasTMT
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  17. SimplyGaming

    SimplyGaming
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  18. JonasTMT

    JonasTMT
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    Thats a long bit of text. I will use that road thing, I tried it yesterday and it sort of worked. The custom models dont have inbuild collisions, sadly. I didnt know that tjere was an ingame limit of objects, need to find a way to 'replace' some objects. Thanks for this information!
     
  19. bob.blunderton

    bob.blunderton
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    Replace some of the houses with ones from the forest brush, if you used ECA map as a base-map, it's under ECA man made, in the forest brush.
    These items in the forest brush will automatically have collision, just pick, place, and adjust as necessary. All trees and as many buildings as possible should make use of (be used in) the forest brush. I wouldn't go & re-do the whole map, maybe a few things or whatever you change in the future, as it's a lot of work.
    That being said often there's jumps and other things in the forest brush too, you never know what you might stumble upon in there.

    Pay attention to the break-angle of the mesh road when using it to 'carve' your road surface (by raising-to-mesh or lower-to-mesh in the Terrain editor). The break angle will make things smoother if you set the number rediculously small, like 0.1 (you can actually set it lower, but the lower it is, the smoother the breaks), and hence, the smoother the resultant road surface after you're done carving and remove the mesh.
    Keeping the nodes EVENLY spaced on that mesh (and is good to do on decal roads too especially winding/twisty roads), will help keep the sections going where you want them. This is especially helpful on corners, to make a consistent curve. Smaller break angle = more cpu lag when editing!
    If you have issues 'adding' a node with your mesh road, make sure it's not kinked somewhere, if it is, the nodes won't add into the mesh road correctly. You can also set it's default size when you lay out a new one in the top bar of the editor. Width = 16, depth 0.5 to 1. This makes a great mesh to carve with for a two-lane road.
     
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  20. chelak

    chelak
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    FPS is little more better after update but still low :( Map is really good and i think you need continue improve it
     
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