esselfortium
Cumulonimbus Antagonistic Posting

Posts: 5163
Registered: 01-02 |
Thanks Skillsaw!
As far as framerate issues go, while the map is pretty heavily intensive at points due to all the complex portal layers being rendered, on some computers enabling d_fastrefresh 1 in the console gives noticeably better performance. It used to use the fastrefresh behavior all the time, but it was changed to limit CPU usage. My PC is about as old as yours, but Vapor runs smoothly for me, so maybe that setting will help. Perhaps fastrefresh should be enabled by default again in the future...
The train area uses 4 portal layers, technically. There's the one you actually stand in, plus one above the train that's visible from outside and from the ceiling windows, one below the train visible outside it, and one inside the traincars to make the reflection effects on the floor.
The glass polyobject doors on the train were built using a careful arrangement of 2-sided lines with custom textures and the "block all" line flag.
The upper portion of the outdoor area will indeed be accessible in a later map in the full release. Very, very early on, this was going to be all one big map, but I got kiiiind of carried away with the scale and decided it'd make more sense as a small episode.
The flickering lights when you trigger the mancubus/catharsi fight were a total pain in the ass to script and set up, and involved something like 40 or 50 tagged sectors I think. Maybe more, I can't remember. The ACS for it is just tons and tons of lines of setting sector lights. Either way, it was a pain in the ass and afterwards I wasn't even sure how much I liked the effect, but I put enough time into it that I sure wasn't going to take it out :P
I was sort of throwing around the idea of making the effects optional somehow, but didn't feel like it. Sorry if the imp fireball smoke was distracting. I stole it from KDiZD :P
Anyway, glad you (mostly) enjoyed it, and EE maps from you would be killer to see someday! I look forward to that :D
|