RtKN Beta 1.6 (Reduced Undergrowth)

General discussion of the Project Reality: BF2 modification.
NikovK
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RtKN Beta 1.6 (Reduced Undergrowth)

Post by NikovK »

http://www.gloryhoundz.com/downloads/Ro ... gan_Ni.zip

Undergrowth draw reduced by 25% and the amount of undergrowth on the terrain has been reduced significantly as well.

Now playing on the Gloryhoundz Test Server, courtesy of Fritz. Thanks Fritz.
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

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NikovK
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Post by NikovK »

AtlantaFalcon tested it out and said it ran "like a champ" once he turned his settings down a bit. I've actually been able to turn my settings up since the last release. What is important is that most everyone can actually play now.
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

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da.SPAWN
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Post by da.SPAWN »

the map is running much better now but needs still a little performance tweaking and some bugfixing.
i have some graphical glitches while moving arround and on some buildings the sky is visiable throug the edges of the sandbags, needs a little alignment :-)
maybee a little bit more fog could help to increase FPS :confused:

the vehicles should aranged in that way that the fastes vehicles are at the top and the slowest at last, to avoid "traffic jam" at map start. for example put the APC in front of the TANKS on the US side. park the CHINA APC with the noose to the enmey, put the CHINA helicopter out of the way of TANKS and APC.

the general layout with the dense woods is verry verry good, something i realy love
this will give a lot of funny firefights i hope :thumbsup:
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IRONxMortlock
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Post by IRONxMortlock »

A little more fog to improve performance definitely wouldn't hurt. This is North East Asia afterall. We only get about 10 clear days a year here. :D
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Peter-SAS
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Post by Peter-SAS »

n1, will dowload and give it a bash later tonight
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MonkeyNutz
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Post by MonkeyNutz »

..didn't really want to know that Peter.
lonelyjew
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Post by lonelyjew »

Much better performance for me. I was averaging about 40-60 fps. There were some spots that I still slowed down at though. One was north of the bridge leading to the north west Chinese base. Not extremely major, but maybe you should take out a bit of the grass in that area.

Also, the terrain is great, but it is a nightmare for tanks. I got mine to catch fire after only a minute or two off the road.

Other than that, it's an awsome map. I hope you finish it soon so we can use it for the tournament. I see great pottential in it.
beta
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Post by beta »

I hope you finish it soon so we can use it for the tournament.
I thought it was EJOD vs. AARC :confused: .

Unless the EJOD blankets the PLA in it aswell, it very well could for all I know :mrgreen: .
Also, the terrain is great, but it is a nightmare for tanks. I got mine to catch fire after only a minute or two off the road.
It is a little excessive, but it is good that way since it encourages less of the kamikaze driving since all that will do is get your tank killed. Having to NOT go top speed off the road isn't too bad of an idea IMO ...
lonelyjew
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Post by lonelyjew »

I can't wait till .3 because I'm fairly certain(not basing it on way too much, just certain responses) that they will fix this problem. It's not at all realistic that a tank can't go off the road for even a minute, I meen what kind of armor does it have? Tin foil? Plastic?
NikovK
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Post by NikovK »

Well the idea is that you blow a tread, and then you start grinding off your lower deck, and pretty soon you're scraping fuel lines on the rocks.

GREAT to hear that your framerates are resolved. I'll clip a little more undergrowth from southwest of the HQ and that should settle it.
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

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lonelyjew
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Post by lonelyjew »

Maybe this would happen if the ground was made of diamonds, but in RL, the terrain in your map wouldn't damage a tank. If our tanks treads got damaged by rocks, dirt, and plants to the point that fuel lines were ruptured from scraping, we wouldn't spend tens of millions of dollars on them. I'm sorry if I'm missing something, but I hope I'm not assuming too much in thinking that anything that can take hits from RPG's with no significant damage can get hit fairly hard by a rock and not have any problems. Where have you heard of any terrain that kills a tank in one minute of driving?

I'm not saying this is your fault, just so you know. Hell, I like the rough terrain. I'm laying the blame on BF2 for adding insane vehicle damage for unrealistic things. Sure, a buggy'll get hurt if it runs into a wall, but not from a three foot drop, or a bump. These things are built for rough terrain and rough terrain shouldn't be as much of a problem.
NikovK
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Post by NikovK »

It was intended as a bit of hyperbole, but yeah, BF2 did a ratty job matching terrain material types with how much damage it inflicts on impact to a tank hull. If we were driving over solid rock I'd understand, but grass and mud?
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

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Peter-SAS
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Post by Peter-SAS »

FPS were still very bad (19) for me, in particular, and most of the -SAS- guys that were playing yesterday. My graphics are all on medium, and its the only map i have problems with :(
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Evilhomer
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Post by Evilhomer »

I had poor FPS aswell. Boderline playable/non playable. Good map indeed thought. thoroughly enjoyed it. I agree with the fog however, as it avoids tank sniping, and snipers camping the final chinese spawn point.
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Happy
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Post by Happy »

I had to leave the server because of graphic lag it was just unplayable.
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beta
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Post by beta »

I think I'm convinced that 2GB of RAM helps a LOT on this map ... the people with problems on this map, maybe post your PC specs?

Overall though, the map is great. It's a totally different style of play than the other maps, it just has a slower paced, more strategic feel to it ...
Peter-SAS
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Post by Peter-SAS »

I 'only' have 1gb. Saying that, when I play this map, I go and check Ctrl-ALT-Delete screen, and it says my page file file was using massive chunks, almost as if the 1gb ram wasn't enough. It made sense as my hard drive light was always chugging on this map.

The map indeed, is fantastic. A bit slower, a bit more tactical, and a nice change from urban maps. Really wanna play it, but can't at the moment, its just un-playable for me. My specs again:

AMD 2800XP
1GB 3200 RAM
6800 modded to GT and overclocked quite a bit
Audigy 2 Sound Card
XP Pro
Last edited by Peter-SAS on 2006-03-18 16:21, edited 1 time in total.
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Figisaacnewton
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Post by Figisaacnewton »

I have 2 gigs ram, oc'd 6800 gt. amd 3500+. running all settings on either high or medium (the lighting settings make no difference high or medium as i can see). 2xq anti aliasing, 4x ansiotropic.

i get about 30 fps cruisin around, but whenever i start shooting anything, fps drops to 20. this is especially bad in the city, where i will get laggy just looking at the city with trees in the back ground (about 24 23 fps) then when i start shooting, it can drop down to like 12. this is shooting with the saw.

this is partly 1.21's fault, it took 10 fps away from me in almost every situation. pisses me off. partly the map, probly just cuz its so dam big.

edit: if i turn off AA and ansiotropic, the map 'idles' at 50-60, and never drops below 30 when in the middle of the city jumping around and shooting full auto.
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Rhino
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Post by Rhino »

well if this map needs 2gbs of ram to play it it aint going to be very popular. Its best just to turn the grass and view distance down and let every 1 play it.
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Peter-SAS
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Post by Peter-SAS »

^I'd have to agree with that ;)
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