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 good job on the map

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zeracore
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zeracore


Number of posts : 27
Age : 41
Registration date : 2005-12-30

good job on the map Empty
PostSubject: good job on the map   good job on the map EmptyTue 23 May - 5:23

from wot i can see of your map from the pics Rocky Mountains it look good
I'm going to test it this weekend one i have the time it look good from the pics
.
p.s.
your shout box is having and error happen the error.d.b
my shout box is having the same error to hand i yous the same host for my shout box as you guys do
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[RH]NeiMAD
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[RH]NeiMAD


Number of posts : 2200
Age : 42
Localisation : Belgium
Registration date : 2005-10-26


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good job on the map Empty
PostSubject: Re: good job on the map   good job on the map EmptyTue 23 May - 19:45

Thx zeracore thumbup
Yep, shoutbox has data base problems. I hope it'll be fixed asap !
Ha, btw, i have a question : when i add bots on a dedicated server, the map lags alot ! Is it possible that the cause is that some pathnodes or roadpathnode are not well placed ? I think i had some warning about roadpahtnodes (message : "... or too close of step slope") . Do you have any idea ? Have ever had this problem before ?
But you can read the second and fourth posts here . I describe some problems i encountered with dedicated server (normal server, everything works fine ... surprised ). Any suggestion is welcomed, coz without bots, the map looks sooo empty lol

[edit] : ha, i ve just seen that the shoutbox server is under maintenance
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zeracore
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zeracore


Number of posts : 27
Age : 41
Registration date : 2005-12-30

good job on the map Empty
PostSubject: Re: good job on the map   good job on the map EmptyTue 23 May - 20:30

i never yous road path nodes
but if you rite click on one of the window it can bring up a mun-you that will allow you to see the path that the path nodes mack and background (back drop aka sky line) among other things
.
some of the message i got till wahtam told my Abbot how to view the path were
to close of step slope
path nodes to closes to each other
path node to fare from path (or something like that)
.
to many path nodes can col ls a little lag (i don't now about road path nodes be-cos i never yous them)
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[RH]NeiMAD
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[RH]NeiMAD


Number of posts : 2200
Age : 42
Localisation : Belgium
Registration date : 2005-10-26


test:
good job on the map Left_bar_bleue50/100good job on the map Empty_bar_bleue  (50/100)

good job on the map Empty
PostSubject: Re: good job on the map   good job on the map EmptyTue 23 May - 23:55

yea, i had already checked with the path tracing (path is colored and there is a line that link every path nodes), but i just quickly threw an eye to see if the path was continous (not broken or something like that). I'll do that again, maybe i'll se a node not linked or a pathnode configuration that creates a weird coloured path.

to many path nodes can col ls a little lag (i don't now about road path nodes be-cos i never yous them)


In this map, i have about 210 pathnodes. I don't know if that amount can cause lags in a map with such a size ... But, you know, its probably not the amount that cause the big lags, coz when a match starts, eveyrthing runs ok, but suddenly (and randomly) when bots begin to leave bases and walk on the path created by pathnodes, the cpu usage (of the dedicated server) grow very fast and reach 100% surprised . thats why i think that the problem would come from some regions of the path and in particular some pathnodes.
We'll make tests about that, thx thumbup
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[A.R.]Cloud
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[A.R.]Cloud


Number of posts : 235
Age : 36
Localisation : Sextown USA
Registration date : 2005-12-09


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good job on the map Empty
PostSubject: Re: good job on the map   good job on the map EmptyWed 24 May - 0:06

Yeah that is a commen problem with bot paths in large maps. Because it is extra information that the server needs to process for EACH bot and EACH bot is processing EVERY bot path. Or ANY type of path for that matter.
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[RH]Map
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[RH]Map


Number of posts : 751
Age : 35
Localisation : lorraine/france
Registration date : 2005-10-28


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good job on the map Empty
PostSubject: Re: good job on the map   good job on the map EmptyWed 24 May - 10:54

Que se passe t'il Dam??

tu demande de l'aide pour la carte ?
On pourais aussi demander comment crée sont terrain aussi non?
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[RH]NeiMAD
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[RH]NeiMAD


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test:
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good job on the map Empty
PostSubject: Re: good job on the map   good job on the map EmptyWed 24 May - 12:19

ben le terrain c est soit avec l icone de la montagne soit avec photoshop (dessiner avec des niveaux de gris). Mais moi je voudrais bien importer du pti éditeur bheuuuu lol

I have a solution for bots : make a petition to send them to school when they are a child. Then no more problems with nodepath yeye
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zeracore
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zeracore


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good job on the map Empty
PostSubject: Re: good job on the map   good job on the map EmptyThu 25 May - 0:31

lol
bots are fun to watch tho
especially one someone mest up on programming the AI of the game its self
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zeracore
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zeracore


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Registration date : 2005-12-30

good job on the map Empty
PostSubject: Re: good job on the map   good job on the map EmptySat 27 May - 6:14

i have tacking a look at you map
it is looking good sow far and i thing i have fond your problem
.
you have exploding barrels in your map and it look like you had exploding pillars (corsi did not shot at the pillars)
.
i tried to mack a map with exploding pliers one time and every time one of the pile rs exploded it cols system lag it mite be closing the same thing on a dedicated server with the exploding barrels
.
i also notes a couple of areas were bots has a hard time moving around or go-wing throw stuff
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[RH]NeiMAD
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[RH]NeiMAD


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good job on the map Empty
PostSubject: Re: good job on the map   good job on the map EmptySat 27 May - 15:35

Lol ... So, explosive barrels and pillars would be the main problem. We've just talked about that here with phickikkiller (damn name lol). He noticed there was dynamic entities. It might be the answer, coz the lags occurs randomly, but generally when the fight begins (i mean, when some bots reach the other base and begin to fire). About barrels and breakable stuff, i think we'll remove then because, anyway, on a dedicated server, it seems that the players who join the server don't see the explosion and just see the barrel disappearing (same thing for the pillars). It's sad coz it's a nice effect when, for example, there is a fight under blue base yeye
I have no time to check that for the moment, but you can give it a quick test to be sure that dynamic is the root of evil for the multiplayer lol
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zeracore
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zeracore


Number of posts : 27
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good job on the map Empty
PostSubject: Re: good job on the map   good job on the map EmptySat 27 May - 18:27

it is a pity that they me-st up on the dynamic of this game
thous exploding pillars are a cool but they Cal's lag won tau explode Sad
.
but remember for every exploding thing in this game there is a version in the static mesh section that does not explode
.
that way you can ceap the look the same
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[RH]NeiMAD
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PostSubject: Re: good job on the map   good job on the map EmptySat 27 May - 19:50

Yep, i think that's what we'll have to do sad2
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[RH]NeiMAD
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[RH]NeiMAD


Number of posts : 2200
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test:
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good job on the map Empty
PostSubject: Re: good job on the map   good job on the map EmptySat 27 May - 23:01

I made a test earlier. I check what happens when i broken pillars, fired on explosive barrels, pushed blue barrel to make them roll, etc. But nothing particular to notice. No lags ... Then i went in the editor, i checked the map, and i remove some pathnodes and the vehicles. And you know what ? No more lag dude Very Happy . However, i had a bit of lag when there is fight at red base. And i think that the cause is the amount of pathnode. I checked official maps such as recoil, survivor (big map), and the space between pathnode is far bigger. That means that i will remove some pathnodes at both bases. Between the two bases, the paths are ok. That's cool, it means that we will be abble to keep the dynamic sutff if we want Razz
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zeracore
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zeracore


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Age : 41
Registration date : 2005-12-30

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PostSubject: Re: good job on the map   good job on the map EmptySun 28 May - 1:29

[RH]NeiMAD wrote:
I made a test earlier. I check what happens when i broken pillars, fired on explosive barrels, pushed blue barrel to make them roll, etc. But nothing particular to notice. No lags ... Then i went in the editor, i checked the map, and i remove some pathnodes and the vehicles. And you know what ? No more lag dude Very Happy . However, i had a bit of lag when there is fight at red base. And i think that the cause is the amount of pathnode. I checked official maps such as recoil, survivor (big map), and the space between pathnode is far bigger. That means that i will remove some pathnodes at both bases. Between the two bases, the paths are ok. That's cool, it means that we will be abble to keep the dynamic sutff if we want Razz
Sweet good news
.
and the lag from one the dynamic stuff must be coulds by my graphics card thin
it is and nvidia geforce fx 5500
.
now if cloud can make the banana man smaller
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[RH]Dom
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[RH]Dom


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good job on the map Empty
PostSubject: Re: good job on the map   good job on the map EmptySun 28 May - 7:42

yeah the banana is nearly freezing the forum lol...
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[RH]NeiMAD
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PostSubject: Re: good job on the map   good job on the map EmptySun 28 May - 14:15

Zeracore, i found this on the net about nvidia graphic cards :

Here is where we get to the troubles that I mentioned earlier, when I started the game at first, it came up with the Groove Games logo followed by the Digital Extremes logo followed by some music and a black screen… I pressed Alt+Enter to see if anything was happening and it switched to windowed mode and showed me a menu with a rather cool animated background. I then switched back to fullscreen to be presented with the black screen again.
After a support mail to Groove Games it turned out that the latest nVidia drivers can’t render Pariah properly, but that the 91 and 92 series of drivers did work. So I downgraded my drivers and now the game ran fine.


Maybe that will help you

ps : banana removed
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