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There will be more more obstacles added in aka c4 that will be good risk/reward but if misused will significantly hurt the player(s).
I mean you have a pathway leading right to the window from the bus and there's no way to get through the window without losing a third of your health. I'm okay with there being fire there, but there should be at least some way to get through the window without burning yourself.
Or alternatively, the damage could be toned down a lot. Same with the room with the electricity, it hurts A LOT more than you'd expect.
I generally LOVE obstacles that you should avoid (there aren't nearly enough, if any really, maps that have them), but there isn't any way to avoid them if you pass through the entrances they're in on this map (like jumping over them, crouching and walking under them, walking through a very narrow pathway surrounded by it, etc...)
certain areas i was only getting 115fps or so and after it was pinned at 150fps.
One Idea to fix these lightbleed without to much pointslights and different channels could be:
• Decrease Radius of the Lights so they are not possible to brighten up areas you dont want(
For in indoor lights this could mean radius around 256-372.
• Brighten up your Skylight for Indoorlighting (~0.2-0.3)
I know only one way to include landscape texture data into a map (workaround)
1. Copy your map into the unpuplished folder
2. Copy it again so you have to times same map in there
3. Brew both maps at the same package
4. Look into your puplished folder
5. The alphabetic second one should be bigger.
-> This is the one with included textures.
-> Delte the other one. Copy the bigger one also to the unpuplished folder.
I'm reinstalling the entire game and its assets for a clean build, so that i can see some of the issues everyone is describing.
85.14.224.121:27015
Frustrum culling is currently between 1.1-4.5ms with an average around 2.4 outdoors
I've started working on your ideas, the cars will be deeply missed :(
I agree the //destructive// point lights are a bit excessive indoors, they were done in a way to simulate indoor lighting conditions using a bit of a hack solution. By combing indoor/outdoor lighting environments instead of just using either indoor or outdoor like conventional maps I was able to remove most/all the light bleed through walls and between separate areas/rooms... the light bleed is a bug when destroying lights that were never meant to be turned off in an room that is then left completely dark. Normally you would never notice light bleed because in stock KF2 maps you can only destroy lights that are decorative in nature and aren't responsible for lighting an entire room like in this map
eg. Destroy lights on ground floor and the lights from level 2 would be cast onto the ground floor
-"cars in the air"...... shhhh your not supposed to see that (it was for quickly placing vehicles with all meshes preconfigured in the right positions)
Looking good.
But here are some points you could consider to improve the map (main performance stuff)
• Reduce Lights (over 900 Point lights are far to much)
• Disable "Cast per object dynamic shadows" on every pointlight. IMPORTANT
• Reduce Radius of Lights, instead you should increase the Brigthness
• Check your StaticMeshes (yes... all of them) should they be lighting channel out or inside
• Proscripe Paths between blocked nodes (e.g. 1112-795 or 590-5)
• Precomputed Visibilty at least for the indoor areas. WorldSettings Precompute Visibilty -> True (It will take very long, 4-12h, depending on PC to build with this set)
• You could add Destructibles e.g. as StaticMesh 10176
• Change the AKLoadBank from snd_four_corners to the main sequence
• Should be only one File: "KF-MurderStreet.kfm"
• Delete the Landscape or include the texture data into the Brewed Package
• Use one Skylight for indoor lighting optimzing and one for outdoor.
• Why exactly are there cars in the air^^ (e.g. StaticMeshActor_7524)
• Set up a Max Draw Distance for every of you Lights/Meshes/Destructibles (At least for the Indoor stuff)
Please consider these points. With better performance could be cool map
I have it on my server and people like it.
Got reported fps drops in some indoor areas and saw it also myself.
Outside performance is good.
https://www.youtube.com/watch?v=NYaTLM7eMHY