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DM-RB-DemoCraft [Beta]

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    DM-RB-DemoCraft [Beta]

    Name:Dm-RB-DemoCraft
    Version:Beta
    Compatibility:UT3 V2.1
    Description:

    A medium sized island deatmatch map inspired from the game MineCraft. Everything is destructible except for the ground. All weapons available.
    Depending on the angle and position of the blast, one Redeemer explosion can on occasion obliterate most of the map.

    Comments:

    I decided this time to put my latest map in the beta section first. I'll leave it here a while for feedback, and then come out with a final version. If you have any suggestions or you've found bugs, let me know.

    Gamneplay Video:

    http://www.youtube.com/watch?v=6gR1UUH-kB0

    Screenshot:















    Download:

    http://www.mediafire.com/?mbeqjwiyccgfbc3

    #2
    lol funny- i knew someone would do this eventually: it would have been me if i could get help with particles...


    - applying these textures to the construction mod is quite funny -
    :0

    Comment


      #3
      great map like the maps of remus
      specialty map where you can destroy thing s

      Comment


        #4
        Stuff vanishes in the distance.
        Map kills my fps 20-30fps. On a 8800GT.

        Other than that, very amusing game-play.

        Comment


          #5
          Originally posted by HideInLight View Post
          Stuff vanishes in the distance.
          Map kills my fps 20-30fps. On a 8800GT.

          Other than that, very amusing game-play.
          If I didn't make the stuff vanish in the distance it would be 5 fps. I've also used the same culling technique to preserve performance in my map Mayhem.

          I guess I should have put a disclaimer that it requires a beefier rig to play fluently. The map has over 8000 destructible cubes, and as you know the UT3 engine isn't very well optimised to render a large amount of dynamic objects.
          That's also the reason why I used only one light, a skylight.

          Comment


            #6
            Originally posted by Remus View Post
            If I didn't make the stuff vanish in the distance it would be 5 fps. I've also used the same culling technique to preserve performance in my map Mayhem.

            I guess I should have put a disclaimer that it requires a beefier rig to play fluently. The map has over 8000 destructible cubes, and as you know the UT3 engine isn't very well optimised to render a large amount of dynamic objects.
            That's also the reason why I used only one light, a skylight.
            Was kinda hoping the hardware physics option would give a substantial fps boost, but I'm not even sure if it even works anymore.

            Comment


              #7
              Originally posted by HideInLight View Post
              Was kinda hoping the hardware physics option would give a substantial fps boost, but I'm not even sure if it even works anymore.
              The performance problem has nothing to do with physics simulations. All the blocks aren't even active. If I made all those over 8000 objects physics active, the game would crash.

              The performance problem has everything to do with rendering too many cubes on screen. As far as I know the only way I could improve performance (besides decreasing the culling distance to some ridiculous value) would be to put some bsp walls in place, breaking up the map into smaller sections. The bsp walls would occlude a large chunk of the blocks and performance should be better.

              Comment


                #8
                shouldn't have these lines.


                depending how you made it that could be difficult, but ideally they wouldn't be there. is just nitpick

                separate plain dirt blocktype for underneath grass blocks?

                Comment

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