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Re: AS-Poseidon

Posted: Wed 06 Jul , 2011 2:12 pm
by Socio
AS-PoseidonRedux[F1]

http://upload-it.ch/upload/PoseidonReduxF1.zip

Would write the list of changes, but it looks and plays like a completly new map~

Re: AS-Poseidon

Posted: Thu 12 Jul , 2012 7:03 pm
by Socio
AS-Poseidon[F4A]
http://upload-it.thenicam.ch/upload/ASPoseidonF4A.zip

*Edit: F4A
- Two entrances to the part with minigun delivery (for better navigation and to remove the bottleneck).
- Better optimisation in last outdoor part.

Re: AS-Poseidon

Posted: Sun 15 Jul , 2012 12:14 am
by iZumo
There is some issue in F4A (and maybe F4), causes many ppl to crash (Lizat always, me sometimes, and seeing the player log there is always mass RQ):

Always this message (or similar), sometimes out of mem is displayed.

Code: Select all

Critical: FD3DTexture::Cache
Critical: FD3DRenderInterface::CacheTexture
Critical: FD3DRenderInterface::HandleCombinedMaterial
Critical: FD3DRenderInterface::SetSimpleMaterial
Critical: FD3DRenderInterface::SetMaterial
Critical: FStaticMeshBatchList::Render
Critical: RenderLevel
Critical: AS-Poseidon[F4A].myLevel
Critical: FLevelSceneNode::Render
Critical: RenderLevel
Critical: AS-Poseidon[F4A].myLevel
Critical: FLevelSceneNode::Render
Critical: RenderLevel
Critical: AS-Poseidon[F4A].myLevel
Critical: FLevelSceneNode::Render
Critical: RenderLevel
Critical: AS-Poseidon[F4A].myLevel
Critical: FLevelSceneNode::Render
Critical: FPlayerSceneNode::Render
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: Level Poseidon development complex
Critical: UpdateWorld
Critical: MainLoop
Critical: FMallocWindows::Free
Critical: FMallocWindows::Realloc
Critical: 10910191 0 FArray
Critical: FArray::Realloc
Critical: 0*2
Critical: FMallocWindows::Free
Localization: No localization: Window.IDDIALOG_CrashBox.IDC_CrashBox (int)
Exit: Exiting.

Re: AS-Poseidon

Posted: Sun 15 Jul , 2012 12:26 am
by bOnO
Also people are confused and don't know where to go in some rooms, it's not always obvious. If you could add some arrows or signs...

Re: AS-Poseidon

Posted: Mon 16 Jul , 2012 12:05 pm
by Socio
My ISP screwed me over for the weekend so I am replying late, sorry.

Looked over stuff changed/added from F3 to F4.
There was no mylevel stuff added in textures and only one mylevel mesh that should not cause problems like this, since it was copy/pasted from an Epic map.
Its a guess, but the only other mylevel thing that is most likely to cause a crash is an emitter and I did add few new ones of those to F4. Going to remove them and re-upload the map. =.

Navigation problems always occur when you are playing on a new/changed map, like people still dont know where to go with the bomb on Mercury. True, I might add a few signs, but lets be honest, would anyone even read those? fts

Re: AS-Poseidon

Posted: Wed 18 Jul , 2012 10:57 pm
by LiZaT
Good Job, Socio.

The new updated Map didnt crush my Game anymore.

Re: AS-Poseidon

Posted: Fri 20 Jul , 2012 2:37 pm
by Socio
Thanks.
And nope I didnt fix this. I dont find it that much of an issue as the door from this side is viewable only from specator cam or when one of the attackers later backtracks to this point. I could of course simply mirror the door (the mesh is only one sided) and put one to the other but the outside part is already fps heavy to some players and I dont want to put stuff that I really dont need to.