A New Campaign!
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- Gramps, Jr.
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- Short end of the stick
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- Location: Robbing the cradle.
The AI tends to get confused on the level where you have to assassinate the king rabbit guy...guarded by two wolves...don't remember the level name...anyway...
If you attract their attention then go run up the side of one of the support beams, they start running into the wall...so you slowly edge your way down until their visible and then attack with your sword...they for some reason don't recgonize that you're cutting them up and don't even try to counter you.
Also, has anyone been able to get any of the wolve's heads stuck in a wall on the level with three wolves? I also managed to squeeze one through a crack which was funny...I may have to register snapz pro to show this...damn these screenshots that don't work.
*goes off to go recreate the situation*
If you attract their attention then go run up the side of one of the support beams, they start running into the wall...so you slowly edge your way down until their visible and then attack with your sword...they for some reason don't recgonize that you're cutting them up and don't even try to counter you.
Also, has anyone been able to get any of the wolve's heads stuck in a wall on the level with three wolves? I also managed to squeeze one through a crack which was funny...I may have to register snapz pro to show this...damn these screenshots that don't work.
*goes off to go recreate the situation*
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- Location: Just ask the CIA
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THAT CAMPAIGN ROCKS!!!!!
DUDE! Nice Campaign!! You Rock At Making That Kind of Stuff. It took me a while for me to get it to work though, But The Story Was Way Worth It.
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- Short end of the stick
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- Joined: Sat Oct 08, 2005 12:37 am
- Location: Robbing the cradle.
If you do...please, please, please don't put blocks and scenery so close they they intersect...it causes major lag on some levels...sorry Silb but some of your levels lagged in the campaign because of polygons/blocks intersecting with eachother...
I'm still proud of myself for being a pacifist on the Ice Cave Level and not having to touch anyone...LOL...
I'm still proud of myself for being a pacifist on the Ice Cave Level and not having to touch anyone...LOL...
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- official Wolfire heckler
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I've also had this lag problem when I made levels. It may still be there in some levels of mine, but I got rid of most of the problematic places by making sure that intersecting entities do not differ in rotation by a small degree on just one axis. This probably is related to collision detection stuff.
Edit: I suspect collision detection because the framerate drops when you run over such overlapping geometry. FPS is extremely low when they are the same model and differ in rotation around the x-axis if you look at them from the front.
I can't really reproduce it reliably, but that's when it occured in my maps.
That doesn't mean that my two stair methods (either with rocks or with blocks) have this problem, the thing is that they are parallel to each other, so it's okay.
An exception from this is house2, but that level is a whole bunch of overlapping geometry and figuring out what makes the framerate drop there at specific places is not doable anymore.
Here's an illustration of this issue:
Edit: I suspect collision detection because the framerate drops when you run over such overlapping geometry. FPS is extremely low when they are the same model and differ in rotation around the x-axis if you look at them from the front.
I can't really reproduce it reliably, but that's when it occured in my maps.
That doesn't mean that my two stair methods (either with rocks or with blocks) have this problem, the thing is that they are parallel to each other, so it's okay.
An exception from this is house2, but that level is a whole bunch of overlapping geometry and figuring out what makes the framerate drop there at specific places is not doable anymore.
Here's an illustration of this issue:
I tested every level to ensure at least 50 FPS throughout with max details on my G4 laptop. I guess the slow spots are not the same on all machines, but that's the best I could do without beta-testing...Grayswandir wrote:If you do...please, please, please don't put blocks and scenery so close they they intersect...it causes major lag on some levels...sorry Silb but some of your levels lagged in the campaign because of polygons/blocks intersecting with eachother...
I'm still proud of myself for being a pacifist on the Ice Cave Level and not having to touch anyone...LOL...
Btw, do you remember which levels were a problem (I'm interested - apart from 'Canyon' which I already know)?
@rudel: Yeah, intersections are a big problem, but sometimes it gets somewhat better once you save&reload the level. Thanks for the info about rotation.
By the way, if you're interested, I posted a bunch of tricks for level editing right after I did Temple:
http://wolfire.com/forum/viewtopic.php?t=1067 (last post)
Here's the excerpt about FPS (note: I also pointed intersections as bad ):
Code: Select all
----- Some Framerate Issues -----
Objects of type "chimney", "tunnel", "weird", and "cool" are bad. Intersections are bad. Rabbits/wolves are very bad. The most you can see at the same time, the worst (so characters far away from each other are not so bad.) Fires are also very bad.
> Warning: objects of type "cool" cripple the FPS when they're newly born, but not as much once you reload.
> Feature: making the clipping plane closer (ex: 'viewdistance 0.8') can allow much higher FPS and salvage the level (toggle skybox off, lower fadestart, and pretend it's fog).