Notice to Mapmakers - ref .def's & performance
Posted 04 September 2015 - 06:04 AM
While there are still limits on how many areas there can be, this does mean there is less concern for bogging the server down with lots of specials unless you cover more then half the map with specials! This will allow for more complex & smarter maps .... keep that in mind while designing and making the .def's.
Posted 04 September 2015 - 06:48 AM
Posted 04 September 2015 - 06:56 AM
Also, the order the areas are in can be a minor factor ... the list is scanned and it stops on the first active area. That means areas more likely to be used should be listed first, and when two of the same type overlap, the one listed first will hide an overlap with areas after it.
Posted 04 September 2015 - 07:55 AM
When making maps, there seems to be a constant struggle (in my mind) between making the map LOOK really nice, cool, and seamless versus flooding it with too many polys and therefore making it laggy.
Is it just my natural tendency to be an efficiency hawk? How concerned about lag should we be, when making maps, in regards to how many 3d or 2d objects (and their complexity) we use? My machines aren't high-end, but are zippy enough, so I'm not satisfied with relying on my personal experience in game to answer this.
Posted 04 September 2015 - 08:50 AM
Of course there are also Client settings that affect the look and the effect of slowdown, including many settings related to the camera as well as the actual view the player has at the moment. One feature that might have been removed from the client (or disabled) as being able to adjust 2D size vs distance of a texture to just not bother even trying to draw 2D objects. Some people didn't like how some ground textures suddenly appeared as they were walking. Would have to check if that's still there or not (was in earlier versions before AnimationProgram & CameraViewDistance was added)
One of the earlier versions of DTF looked really nice but lagged some machines, and it was mostly because of a lot of skeletons & bones added to the map to make it look better. General rule of thumb, test new maps with the slowest PC you can find with multiple views & locations. Thats how it was identified that all the bones were adding to the lag.
Posted 04 September 2015 - 09:51 PM
Posted 07 September 2015 - 12:09 PM
Just point me to a previous post, or whatever. I just need to get my head around how a .def interacts with an .elm
Posted 07 September 2015 - 01:09 PM
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