Need help on a REALLY strange problem.

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Bjarne BZR
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Need help on a REALLY strange problem.

Post by Bjarne BZR »

I'm currently doing some editing in TopTiger's Pipeline map, and I'm getting the strangest thing:

When I'm in the map as a player I get this FPS ( on an indoor V2 style map :shock: ) :
Image

...but if I stop and go to spectator mode, I get this FPS:
Image

I have NO idea why this is the case... you guys have any ideas?

Some facts:
The origin and angle of the camera in the two pictures are identical
Compiled with standard BSP and VIS settings, final and staticshadows in light compile.
No errors of any kind in the compile. Only "missing *.map for model" warnings.
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Post by TopTiger »

ah lol my map:P

that's weird yeh. really weird. In playing mode you get suxorz fps and spectator mode owning fps...on the same spot:S
Does it also happen in the original version of pipeline?
You treid showtris 2'?
It's also wierd that only the fps is lower and all the other numbers are the same.. normally if the fps goes lower the other number go higher (don't know what the numbers mean)
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Post by Bjarne BZR »

If I use "r_showtris 2" I get bad all over...
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Post by lizardkid »

why does showtris cause so much damagfe to fps? the game has to think on all that anyway,.....
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Post by jv_map »

Is there any scripting for that map?

Does it happen everywhere or only at certain spots? Does it help to switch off some options like shadows / full entity lighting / dynamic lighting?
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Post by Bjarne BZR »

lizardkid wrote:why does showtris cause so much damagfe to fps? the game has to think on all that anyway,.....
Showtris is not the one causing the FPS add ( it just adds around 10% because it is drawing the extra lines ).
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Post by Bjarne BZR »

jv_map wrote:Is there any scripting for that map?
Yes there is scripting, but nothing fancy schmancy...

Code: Select all

// pipe
// ARCHITECTURE: TT
// SCRIPTING: TT


main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "- Place the bombs"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "- Defend the Control"
setcvar "g_obj_axistext2" " room and generator"
setcvar "g_obj_axistext3" ""


setcvar "g_scoreboardpic" "pipeline"


	level waittill prespawn

	exec global/dmprecache.scr
	level.script = maps/obj/pipeline.scr
	exec global/ambient.scr obj_team2
	exec global/door_locked.scr::lock
	thread global/exploder.scr::main

	level waittill spawn
	level.defusing_team = "axis"
	level.planting_team = "allies"
	level.targets_to_destroy = 2
	level.bomb_damage = 200
	level.bomb_explosion_radius = 640
	level.dmrespawning = 0 // 1 or 0
	level.dmroundlimit = 5 // round time limit in minutes
	level.clockside = axis // set to axis, allies, kills, or draw

	// Move brushes relocated before lightcompile
	$truckbarrel.origin += ( 0 0 -128 )
	$truckcrates.origin += ( 0 0 -128 )

	level waittill roundstart

	$panel_bomb thread global/obj_dm.scr::bomb_thinker
	$gen_bomb thread global/obj_dm.scr::bomb_thinker
	thread allies_win_bom

	
	$panel_bomb thread axis_win_timer
	thread allies_win_bomb

	thread bomb1_exploded $panel_bomb
	thread bomb2_exploded $gen_bomb


end



allies_win_bomb:

	while(level.targets_destroyed < level.targets_to_destroy)
		waitframe

	teamwin allies
end

// Axis victory test

axis_win_timer:

	level waittill axiswin
end 


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Post by Bjarne BZR »

jv_map wrote:Does it happen everywhere or only at certain spots? Does it help to switch off some options like shadows / full entity lighting / dynamic lighting?
Dude!

When I set "shadows" to simple instead of complex, I get blazing FPS right back with everything on max settings :shock:.

I smell a downside to lighting a big area with point lights... am I on the right track?
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Post by Bjarne BZR »

And now that I actually look at the script, I can see sone strange commands there as well :)
( Nothing related to this however )
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Post by jv_map »

I bet the point lights are the problem, indeed. When shadows are set to complex mohaa calculates so-called 'lightlines' from all lightsources along the player model to determine how big the shadow should be. As a result, more light sources means lower fps. In most (good?) maps the sun is virtually the only source of light, and hence shadow calculation is quick. Spectators ofcourse don't cast shadows :)
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gun

Post by tltrude »

You'll also see a difference in FPS if the gun and hand are in view. I think most hardcore players play with complex shadows off because it increses their kills.
Tom Trude,

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Post by Bjarne BZR »

jv_map wrote:In most (good?)...
Hey! ;)
jv_map wrote:...maps the sun is virtually the only source of light, and hence shadow calculation is quick. Spectators ofcourse don't cast shadows :)
Yes, thats what I thoght. You learn something new every day :)
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Post by lizardkid »

speak for yourself, i get a new headache every day!!! and three aspirin!
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Post by blue60007 »

I think you are on the right track with the player shadow. Try reducing the number of point lights and up the ambient lighting.
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Post by Bjarne BZR »

blue60007 wrote:I think you are on the right track with the player shadow. Try reducing the number of point lights and up the ambient lighting.
I'd rather burn in hell. :twisted:

I lowered ambientlight from 20 in this map and lowered all pointlights from 300 to 200 to get the nice lighting. Before it had a more of a "flat" lighting.
( TopTiger, do you still have the light compare pics I sent you? Could you upload some here? )
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