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Messages - blander

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Modding / Re: Berlin
« on: 17-02-2019, 17:02:03 »
The number of vehicles has been reduced already since previous tests. In which sector do you think they should be reduced and why? I ask this because tank spawners change from sector to sector so it may be alright in a sector but too many in others. If I am to reduce the number of soviet tanks then I have to reduce the availability of AT weapons for the germans to keep it even.

I thought about limiting grenades from the start but I got some complaints about it when I started to create the map. After this test it is clear that kits should not have more than 1 grenade.

I´ve tested reducing the viewdistance and I got to the best possible point. Increasing it is not necessary but decreasing it makes the map look weird, I´m not touching that. I tested fog too and it also make the map look weird with the current light settings. Undergrowth view distance has been reduced to the minimum without making it look bad. Lightmap and skybox tweaking is something being considered.

I will definately look into replacing the Chateau and the church, other than that there is not a LOT more I can do right now to optimize the map before I get into model tweaking. I can remove a few open buildings but I know it won´t make a big difference because I have tested it already.

Modding / Re: Berlin
« on: 17-02-2019, 17:02:26 »
After the first game test months ago I made a thorough investigation to see which buildings cause more lag. I realized that some closed buildings are actually memory-heavier than some open ones. I agree the Chateau and the destroyed church are a bit heavy in polys but that´s about it, the rest of the buildings I´ve chosen are very light on polys.

Non-stock buildings are not correctly optimized and do add to the lag but even so, I have chosen the ones that are more optimized. Little objects like barrels and crates ended up not being very important as I once thought, I did lots of testing after which I added back a lot of small objects to the map since they don´t make as much of a difference as unoptimized buildings do.

There are much smaller urban type maps such as Brest or Tunis (to a degree) where players are supposed to die a lot because there is constant CQB action. I think what happened in Berlin is that people don´t know the map so they don´t really take precautions about staying alive and that´s why the tickets ran dry so quickly on the first round. Bear in mind there is no artillery on the map for a good reason, which kind of bothers me because the russians had brought a heavy amount of artillery to the battle. I cannot replicate that because it would make the map unplayable.

Speaking of aesthetics I have planned some re-texturing and of course getting those french signs turned to german. After all, being in Berlin doesn´t mean the Reichstag has to be there no matter what. The map could be just any big german city.

Modding / Re: Berlin
« on: 17-02-2019, 06:02:04 »
On the topic of optimization:

There are non-stock FH2 buildings that don´t have proper LODs and thus they tend to lag the game. I think those are the number one problem behind lag right now. The thing is I have to learn how to fix those models myself and I don´t even know if I will ever achieve it since I know little to nothing about modeling.

My goal is to release a playable Berlin as soon as possible and afterwards work on a patch with a variety of improvements regarding gameplay, optimization, aesthetics, etc.

There are yet lots of things to do to make the map ready for the new map-pack so first I want to address the most important stuff.

In general I need to keep the staticobject count where it is now (less would be even better). In order to widen/open an area of the map I would need to close/delete another area first to keep the number of statics fairly even.

I will analyze the first round we played since it had around 70 players.


1st Sector:

It resulted in a horrible bottleneck-grenade-fest so definately something has to be done about it. Originally there was an extra passage appart from the 3 streets. I ended up taking it away but maybe I will have to either re-open it or make the streets a bit wider. Connected ruined buildings and wider flagzones could definately help avoid the grenade spam.

2nd Sector:

Again, too many players for too few narrow streets. Expanding this sector is not an option since it lags the most so I would rely on weakening the german assets. Maybe limit more the machineguns and statics AT guns.

3rd Sector:

Make Boulevard flag un-recappable and add some infantry-only passage to allow some flanking through the ruins to get out of the choke point. This is where the main battle goes on and it´s a very wide sector so I wouldn´t modify much here.

4th Sector:

I put a lot of effort and detail into this sector so I don´t want it to become the german mainbase. Instead I would keep it as it is but also remove german tank spawns at this point so the russians would expect to finish this off in around 5 minutes.


Back on optimization:

I agree on replacing some open buildings but keep in mind that the heaviest statics do not belong to stock FH2 and if managed to fix those then probably the lag problem would have diminished.

Lastly, I copy-pasted bleed settings from Seelow Heights. In Berlin it seems people die a lot more so I would rise the tickets a little bit to give the russians a few more minutes to reach the last sector of the map.

Modding / Re: Berlin
« on: 16-02-2019, 14:02:30 »
Thanks for that. I already knew it though, along with other similar glitches. I did not address those kind of issues yet because I want to test the gameplay and team balance first. For instance, there is an area of the map I plan on deleting thus it wouldn´t make sense to polish it yet. It will depend on how the final test goes today.

Any more bugs/glitches/suggestions are welcome!

Announcements / Re: Motovskiy - public map test
« on: 15-02-2019, 01:02:55 »
Same for Berlin.

Developer Blogs / Re: The road to Prokhorovka New Update
« on: 14-02-2019, 05:02:40 »
I wouldn´t mind having a look at it some day.

Developer Blogs / Re: The road to Prokhorovka New Update
« on: 14-02-2019, 04:02:16 »
I bet it needs loads of new content, right?

I think some maps should have less ammo per kit to resemble shortages. As a rifleman it is very rare in FH2 to run out of ammo.

Modding / Re: Berlin
« on: 02-02-2019, 22:02:48 »
Yeah, it is from Stalingrad. The first and last sectors are small but they are supposed to last the shortest. Middle sectors are wide and should be where most of the fighting goes on.

Modding / Re: Berlin
« on: 02-02-2019, 09:02:54 »
We should be testing the map again on february 16th along with other maps.

Modding / Re: Berlin
« on: 24-12-2018, 14:12:44 »
Alright, will do. I noticed during tests that tanks have trouble going through some places. Problem is statics like lamp posts, little crates and barrels completely block tanks, which does not happen IRL. The solution I came up with is making enough room for tanks to maneuver. I could probably put on the streets objects with colmeshes that don´t affect tanks. What I don´t like about that is that you have to guess which objects have "antitank" colmeshes and which are free to roll through.

Modding / Re: Berlin
« on: 24-12-2018, 05:12:15 »
Some more destruction and cover for infantry

Off-Topic / Re: Old School BF1942 Xmas
« on: 17-12-2018, 08:12:42 »

Modding / Re: Berlin
« on: 16-12-2018, 23:12:53 »
Thank you for coming and for your feedback, it´s going to help improve the map a lot.

About smoke and flames. After the first test I removed around 40 smoke effects and 10 fire effects. As a result of this, performace improved a whole lot during the second test.

- There is a tankditch in the SW corner of the map, I think it's a cool feature but it's also a bit useless because you can just drive into teh next street and pass the ditch that way.

I put the ditch there to prevent tanks from spamming the german spawnpoints, which are right after the ditch. It has a gameplay purpose and also the germans IRL blocked some streets to bottleneck the russian tanks into traps so it doesn´t look so off to me. If you still think it looks off then I could just replace it with a row of buildings to protect the spawnpoints, let me know what you think about it.

- The Hospital building is a bit too big, it's almost a map in itself. I would close a part of it, so people will only go into the relevant parts. Also, the flagzone is a bit too low atm: vehicles can cap from outside

"Hospital" is just a placeholder name, btw. The buildings that were there on the previous test-game were just as big. It didn´t look bad in my oppinion with enough players, last time we were just too few to test properly. I like how this building has a lot of room for fighting, I really think closing areas would be a waste and would become too grenade spammy on a full server. Capzone will be higher and smaller, yes.

- I also gave some examples of stuff which doesn't seem natural or logical, like a street full of destruction with nice and tidy trees growing in them. I'd replace those trees with burnt treest wherever possible, so the complete picture looks better.

Does it look so different? There is a lot of trash and rubble though also trees.

There doesn´t seem to be much destruction here either.

Not the best looking but decent I think.

In the testing the Boulevard flag was being defend by one KT and the flanking options were non-existent. Of course this needs to be tested with more people, but keep in mind that it might be too much of a bottleneck, maybe open up some small sidestreets for infantry so they can flank the big cats and faust them.

In the previous test Boulevard flag was way too easy to capture for the russians (15 vs 15). To improve this I added an unlock timer and a fixed defensive MG42. Keep in mind that the russians have about twice (or more) as many tanks as the germans so a single KT shouldn´t be a match for 4 tanks flanking it. Of couse it is not the same in a 6 vs 6 scenario.

All in all good job on this map so far, it really feels like a big city, it doesn't really feel like Berlin (yet) but you would need mapspecific statics for that. Maybe you can find some modeler willing to make a Berlin building or two for you, that would be great.

After I release the map for public play I intend to learn modeling and make some optimized custom assets to enhance the map´s performance. I could attempt a specific building but which one? The map is not historically accurate, it´s just an invention. What building (non generic) do you think could be a good addition for the map?

With that being said, I think it is going to be hard for the Russians to capture 2 flags at the same time (especially the hospital) in order to move on the next zone. Why don't you make it so that each flag is not recappable by the German?
In addition, I would love to see more Panzerschreck. I was only able to find one.

Russians are favored to win, in both play-tests. I think making flags non recappable would make it just impossible for the germans. I will add more pickups in general for both sides. I didn´t care much about that for the tests because those details can be address in the final stages.

On a performance note: I forgot to mention that I had fps between 100 and 200 mostly, average of 140, with some peaks to above 250. That's quite nice considering this map has so many statics.

I opened many buildings in Meshviewer and sorted out the most optimized ones. The ones with missing LODs or just too poly-heavy were discarded or reduced in numbers. I´m glad I reached a playable level.

My plan now is to optimize the map even more, add more destroyed buildings, add more rubble and trash on the streets, fix all textures, lightmaps and little details.

After all that is done (will take at least 2 months) maybe we can have a final playtest in search of any kind of mistake or bug, not just gameplay.

Clicking the zip-link gives me an antivirus warning and after that a "Page cannot be displayed".  ???

I just checked the link, it´s working fine. Probably just your antivirus blocking it.

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