blackdog Posted March 31, 2017 Report Posted March 31, 2017 Well i tweeted to him, but if he was involved, as Valve pushed it like it was their own map, probably wouldn't be able to reply? Quote
will2k Posted March 31, 2017 Report Posted March 31, 2017 Speaking of Canals... We already know Valve hates the number "3" and proper customer support/service; we can add to that list: corner hints This is CT spawn in "canals" Locking the PVS Most of the areas around A should not be drawn. - Another example from the docks/gondola area near B entrance Again, locking the PVS The whole canal in B is rendered nearly all the way back Areas facing A are also rendered A couple of well placed corner hints would eliminate this over-rendering and help shave up some precious frames where it's really dropping in those areas mentioned. Valve went for areaportals and occluders aggressively and rightfully (just check r_drawportals and r_visocclusion) which is a good thing for maintaining the fps in check all around, but they neglected the easiest and less costly solution to further reduce the PVS and increase frame rate. Map looks visually cool though and the new modular assets are a joy to work with just like the nuke's one before (and not a minute late to fit for my new map's theme ) ics, baem123, Squad and 4 others 7 Quote
blackdog Posted April 2, 2017 Report Posted April 2, 2017 (edited) Proof that video games are bad influence!!11 Police uncovers plot to blow Rialto bridge in Venice Edited April 2, 2017 by blackdog Quote
ics Posted April 3, 2017 Report Posted April 3, 2017 On 31.3.2017 at 9:30 PM, will2k said: Speaking of Canals... Valve usually is interested on "how good it runs" instead of "how it can run the best". This is not the first map that has framerate issues on newer machines, but it isn't as bad as overpass was when it arrived. Overpass also consumed 10% more cpu on servers whenever it was on compared to the other maps. Placing hint/skips has become tiresome, if the frames run acceptable levels to them, they do not use them much. Quote
Radix Posted April 3, 2017 Report Posted April 3, 2017 (edited) Concerning the 'shader rework to provide better lighting' - did they give out any documentation meanwhile? Because I'm still having lighting problems. Wanted to update my austria map (some minor fixes/optimization), but (as already mentioned above) it looks 'different' after compiling now, and I won't publish like this. example: before: after: Some prop lighting changes obviously. Static lighting (per 'light', or 'light_spot' entity) has a different impact on world brushes/displacements in contrast to models. (Look at the curbs or the restaurant window for example.) -> props are much brighter now Looks pretty inhomogenous now. Any ideas? Maybe my fault? Edited April 3, 2017 by Radix Quote
FMPONE Posted April 3, 2017 Report Posted April 3, 2017 9 minutes ago, Radix said: Concerning the 'shader rework to provide better lighting' - did they give out any documentation meanwhile? Because I'm still having lighting problems. Wanted to update my austria map (some minor fixes/optimization), but (as already mentioned above) it looks 'different' after compiling now, and I won't publish like this. example: before: after: Some prop lighting changes obviously. Static lighting (per 'light', or 'light_spot' entity) has a different impact on world brushes/displacements in contrast to models. (Look at the curbs or the restaurant window for example.) Looks pretty inhomogenous now. Any ideas? Maybe my fault? You could tweak the RGB values on those models to get them looking roughly the same as before (since it appears that all you really want to do is darken them) BTW, helpful tip for tweaking RGB values across the map: you don't have to recompile. Doing "entity only" compiles is sufficient. Saves a ton of time. jd40 and Radix 2 Quote
Radix Posted April 3, 2017 Report Posted April 3, 2017 1 minute ago, FMPONE said: You could tweak the RGB values on those models to get them looking roughly the same as before (since it appears that all you really want to do is darken them) Yeah, I guess I will have to do this. But as soon as I'm done with this, they will probably publish a hotfix. Just asking because I wanted to be sure that it's a feature (maybe faster calculation for more fps or something?) and not just a bug... Quote
Vilham Posted April 3, 2017 Report Posted April 3, 2017 (edited) On 29/03/2017 at 9:50 PM, RivFader said: So apparently David Johnston was involved in the creation of De_Canals, at least according to the Wiki. That's interesting. Also, Valve just changed quite a bit on Militia. I like that they try to improve the Non-Active Group maps now; even if they are not viable in competitions they are still part of CS history and deserve to be polished and fixed. I would be surprised, he doesn't touch maps anymore, nor do I think he wants to. I'm 99% certain he has had nothing to do with De_Canals unless it's based on a very old map. I'll ask him tomorrow. Edited April 3, 2017 by Vilham El_Exodus, Vaya and SirK 3 Quote
Yanzl Posted April 3, 2017 Report Posted April 3, 2017 Valve haven't released any documentation for the new shader stuff, but I found some new parameters in Hammer and -tools material editor. In Hammer you can add -staticpropbounce to vrad and there's a new setting in prop_static for bounced lighting, but don't really know if it works or not. As far as the new vmt parameters go, you can now have 2 envmapmasks and 2 detail textures for blend materials. There's also a new system for adjusting the blend border. On VertexLit they added a seperate tint mask that can also specular mask in the red channel. I already implemented this stuff in VMT Editor https://github.com/Gira-X/VMT-Editor/releases/tag/v1.3.4 'RZL, Serialmapper, Fnugz and 8 others 11 Quote
Vilham Posted April 4, 2017 Report Posted April 4, 2017 Daves response was: "Haha" Which is a no. El_Exodus, Pampers, RivFader and 5 others 8 Quote
grapen Posted April 11, 2017 Report Posted April 11, 2017 (edited) Oh hello. http://imgur.com/N0B49qW Edited April 11, 2017 by grapen hgn, Vorontsov, Fnugz and 3 others 6 Quote
SirK Posted April 11, 2017 Report Posted April 11, 2017 Would be a shame if we get "the next big action" in summer - last operation ENDED July 15 2016... Quote
Vorontsov Posted April 11, 2017 Report Posted April 11, 2017 Action = Operation Vaya and SirK 2 Quote
El_Exodus Posted April 11, 2017 Report Posted April 11, 2017 I suspect it's because of PW looking through all the maps and requesting changes prior to an OP release over there. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.