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Author Topic: AA3 Impact  (Read 4151 times)

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Offline ELiZ

AA3 Impact
« on: Saturday, January 04, 2014, 05:57:19 AM »
I've gotten reports of people feeling the map has been having low fps.

I spent a few hours setting the CullDistance for most of the Staticmeshes, with the result :

Before fix, 337K polys visible from Default spawn location
After fix, 270K polys visible from Default spawn location


I've fixed the whole map, but spawn was the only location I recorded the amount of polys before starting to fix things.
I'll continue to fix the polys.

Offline ELiZ

Re: AA3 Impact
« Reply #1 on: Saturday, January 04, 2014, 06:53:29 AM »
Down to 264K

Offline ELiZ

Re: AA3 Impact
« Reply #2 on: Saturday, January 04, 2014, 07:21:13 AM »
Down to 256K

Offline ArmyAntiCheat

Re: AA3 Impact
« Reply #3 on: Saturday, January 04, 2014, 10:59:30 AM »
Good job eliz, surely for me that's the only map that lags a lot. Hope to play on it less laggy in other words with better performance of the map.

Offline eva

Re: AA3 Impact
« Reply #4 on: Saturday, January 04, 2014, 11:01:13 AM »
good job eliz , hope you can stop the ambient sound its bad:/

Offline Spanky

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Re: AA3 Impact
« Reply #5 on: Saturday, January 04, 2014, 11:16:28 AM »
good job eliz , hope you can stop the ambient sound its bad:/
Ignore this.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline teddy_grizzly_bear

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Re: AA3 Impact
« Reply #6 on: Saturday, January 04, 2014, 14:41:56 PM »
A few minor bugs on Impact.
You can't run across that place there (seems to be only in the indicated area): Fixed /ELiZ

You can't get across over this bit at all: Fixed /ELiZ



And I also noticed something about the weapon layout. For the ambush team (black I think?) the 2nd in the fireteam gets 1 frag, 2 smokes, 2 flashes while the 3rd gets 4 frags, 1 smoke, 2 flashes. Is this deliberate?
And should all the fireteam leaders get acog? Because as of now on the escort side (gold I guess?) fireteam B leader gets m4 with aimpoint. Fixed /ELiZ
« Last Edit: Saturday, January 04, 2014, 15:07:16 PM by ELiZ »


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Offline =IGC=-=W!CK!D

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Re: AA3 Impact
« Reply #7 on: Saturday, January 04, 2014, 15:03:28 PM »
and more fog

Offline ArmyAntiCheat

Re: AA3 Impact
« Reply #8 on: Saturday, January 04, 2014, 16:29:12 PM »
Bug, when you die you fall under the map.


Offline ArmyAntiCheat

Re: AA3 Impact
« Reply #9 on: Saturday, January 04, 2014, 16:58:31 PM »
Is it meant to be like that? Strange Yes, they are a little smaller in the current build


Also this:
« Last Edit: Saturday, January 04, 2014, 17:12:35 PM by ELiZ »

Offline teddy_grizzly_bear

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Re: AA3 Impact
« Reply #10 on: Saturday, January 04, 2014, 17:36:34 PM »
That's a door, AAC. It can't be opened. What about it?


"Mathematics may be defined as the subject in which we never know what we are talking about, nor whether what we are saying is true." Bertrand Russell

Offline ArmyAntiCheat

Re: AA3 Impact
« Reply #11 on: Saturday, January 04, 2014, 17:40:04 PM »
That's a door, AAC. It can't be opened. What about it?

I mean the light, it looks like a sun light shining :D

Offline ELiZ

Re: AA3 Impact
« Reply #12 on: Saturday, January 04, 2014, 17:58:02 PM »
I mean the light, it looks like a sun light shining :D

Ding.. ding.. we have a winner.. that is what it is :)
« Last Edit: Sunday, January 05, 2014, 03:59:55 AM by ELiZ »

Offline [K][K].pcqdbt

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Re: AA3 Impact
« Reply #13 on: Saturday, January 04, 2014, 19:57:30 PM »
Minor bug: from ambush side, VIP seems VIP, but from escort side, VIP has normal army uniform. (If that helps: except for spawn: when VIP is idle, he has VIP-ish clothes but army accessories. As soon as he moves, normal uniform.)

I've managed to change that now.. I think..
I replicated some of the settings in SFHospital that has to do with player skins.. hope I didn't break anything in the process. /ELiZ
« Last Edit: Monday, January 06, 2014, 08:38:53 AM by ELiZ »

Offline ELiZ

Re: AA3 Impact
« Reply #14 on: Monday, January 06, 2014, 08:40:24 AM »
Total tally of the optimizing in regards of Culldistance.

From default playerstart(Ambush Side), 237K polys.
That means that It's 100K less than when I started. should give a nice boost in framerate.

 

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