by Rachael » Mon Aug 01, 2016 20:14
Tiger wrote:Eruanna wrote:Laggy - I am guessing because it is Zandronum, and not GZDoom. Nothing much you can do about it at this point.
I did make the map using GZDoom 2.x as base and seemed to run perfectly fine for me. By chance, does the map run fine for you using the latest GZDoom build (either dev or stable)? Addressing this particularly is not going to be easy and I probably wont be able to address it due to a time-restriction. But, assuming that its the renderer used in the Zandronum engine, then I'll just classify it as a Zandronum issue and let-it-be as it'll be improved in the later versions such as and maybe
Zandronum 4.0.
Yeah, my frame rate is a whole lot better on GZDoom 2.x. Still notice some drops in some areas, still a lot smoother. Although not having to process AI from hundreds of monsters may factor into this.
As a side note, you could probably ask around with the former Stronghold devs and see who wrote the Skulltag-like invasion scripts. Barring permission, of course, I don't see any reason why you can't take advantage of what's already there and put it in your map - then you have more control over how the invasion spawner works, and you also have GZDoom compatibility right out the door.
Tiger wrote:Eruanna wrote:Glitchy - monsters keep getting stuck outside the playable area, particularly flyers (cacodemons, lost souls, etc). While this in of itself is not a "glitch" per se, it seems like they can get stuck permanently somewhere, to the point of the map being stuck (and unplayable).
Do you know particularly where or what? I have restricted a piece of the map that could potentially cause that could cause that issue, but that was included in the first release - and what you just played. I have noticed that monsters that are killed on-top of a 3D Floor will get stuck within the 3D Floor if resurrected by an Archvile. This issue happens predominately at the lighthouse below the hand-rails. I am unsure if this is a Zandronum issue or ZDoom?
Also, do note that on the seventh (final) wave, you can never finish the map due to this bug:
Invasion Spawner fails if sector height changes. Maybe this is what caused the issue you were explaining?
Yeah, that seems to be what caused my problem.
[quote="Tiger"][quote="Eruanna"]Laggy - I am guessing because it is Zandronum, and not GZDoom. Nothing much you can do about it at this point.[/quote]
I did make the map using GZDoom 2.x as base and seemed to run perfectly fine for me. By chance, does the map run fine for you using the latest GZDoom build (either dev or stable)? Addressing this particularly is not going to be easy and I probably wont be able to address it due to a time-restriction. But, assuming that its the renderer used in the Zandronum engine, then I'll just classify it as a Zandronum issue and let-it-be as it'll be improved in the later versions such as and maybe [i]Zandronum 4.0[/i].[/quote]
Yeah, my frame rate is a whole lot better on GZDoom 2.x. Still notice some drops in some areas, still a lot smoother. Although not having to process AI from hundreds of monsters may factor into this.
As a side note, you could probably ask around with the former Stronghold devs and see who wrote the Skulltag-like invasion scripts. Barring permission, of course, I don't see any reason why you can't take advantage of what's already there and put it in your map - then you have more control over how the invasion spawner works, and you also have GZDoom compatibility right out the door.
[quote="Tiger"][quote="Eruanna"]Glitchy - monsters keep getting stuck outside the playable area, particularly flyers (cacodemons, lost souls, etc). While this in of itself is not a "glitch" per se, it seems like they can get stuck permanently somewhere, to the point of the map being stuck (and unplayable).[/quote]
Do you know particularly where or what? I have restricted a piece of the map that could potentially cause that could cause that issue, but that was included in the first release - and what you just played. I have noticed that monsters that are killed on-top of a 3D Floor will get stuck within the 3D Floor if resurrected by an Archvile. This issue happens predominately at the lighthouse below the hand-rails. I am unsure if this is a Zandronum issue or ZDoom?
Also, do note that on the seventh (final) wave, you can never finish the map due to this bug: [url=https://zandronum.com/tracker/view.php?id=2781]Invasion Spawner fails if sector height changes[/url]. Maybe this is what caused the issue you were explaining?[/quote]
Yeah, that seems to be what caused my problem.