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 Post subject: Lazytown G
PostPosted: 08 Feb 2010 09:13 
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No Nut
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Joined: 07 Jun 2009 21:39
Posts: 13
Location: Basel, Switzerland
Hello Nutters

As you may have heard I'm currently working on a rebuild of Lazytown_f.
I opened this new topic to keep you informed on what got fixed, what's new and about the general status of the project.

current status: work in progress
progress: 40%

fixes / small changes:
- fixed duplicate world geometry
- fixed misaligned world geometry
- fixed duplicate entities / props
- fixed some texture alignment issues
- removed textures that can't be seen from the players POV
- better use of func_detail
- made some decorative props in the level non-solid to slightly improve physics / collision
- made props outside of the level non-solid to improve physics / collision
- cabinets in blue garage are now solid


new:
- reworked how the skybox is handled (removed the global skybox)
- added a 3D skybox 1:16 scale

Please feel free to criticise, suggest or post random blah-blah :P

Update 15.02.2010:
Oh my god! I have a real life?! Strange...
Bottom line is: I'm not making as much progress as I hoped to. Sorry...


Last edited by Garbanas on 15 Feb 2010 19:57, edited 1 time in total.

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 Post subject: Re: Lazytown G
PostPosted: 08 Feb 2010 09:17 
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Crunchy Nut

Joined: 17 Sep 2009 19:48
Posts: 317
If you can optimize it for FPS, especially when you're on the top spawn ledge viewing cap 2, that would be great. It's wreaking havoc with Sniping :)

Drops me from 100-ish FPS down to 30-40 atm!


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 Post subject: Re: Lazytown G
PostPosted: 08 Feb 2010 09:37 
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Joined: 07 Jun 2009 21:39
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Location: Basel, Switzerland
Yeah - the problem is this:
Image
The red shape being the red spawnpoint as seen from blue spawnpoint.
With the whole map being drawn, you can figure where your drop in fps comes from ;)


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 Post subject: Re: Lazytown G
PostPosted: 08 Feb 2010 10:19 
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Crunchy Nut

Joined: 17 Sep 2009 19:48
Posts: 317
Yeah I know, but is it fixable? Perhaps the roofs can be raised and the skybox problem can be removed as well (or is that what you meant with the fixes)? I noticed people 'skyboxing' stickies/pipes over from the roof on cap 3 a few days ago (very annoying).


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 Post subject: Re: Lazytown G
PostPosted: 08 Feb 2010 12:08 
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Joined: 07 Jun 2009 21:39
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Location: Basel, Switzerland
Yes, this will be fixed.
The roofs will be partially moved to the skybox, so you can't shoot over the roofs anymore - nor see players on the other side, which improves rendering speed.
We might do a testrun at the end of the week, so we can see if the fix is appreciated.


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 Post subject: Re: Lazytown G
PostPosted: 08 Feb 2010 12:41 
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Joined: 01 Nov 2008 18:09
Posts: 4233
Location: Lincolnshire
Good job Garbanas, It'll be interesting to see the finished result.


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 Post subject: Re: Lazytown G
PostPosted: 08 Feb 2010 14:03 
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Garbanas, have you noticed that the barbed wire on point 1 is actually a full-sized fence that is inside the mesh of the concrete wall so that only the barbed wire is visible?
I am not sure but I think there isn't such a thing as "partially rendered prop" so probably even better performance would be achieved with a custom prop of only barbed wire?

I think the rest of the optimization goes down to optimal hint brush placement, but you sound like you already know that, so you have my moral support :)

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 Post subject: Re: Lazytown G
PostPosted: 08 Feb 2010 18:06 
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Joined: 07 Jun 2009 21:39
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Location: Basel, Switzerland
A little preview in Duke Nukem Forever style:
Image


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 Post subject: Re: Lazytown G
PostPosted: 05 Jun 2013 20:38 
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Crunchy Nut
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Joined: 11 Dec 2012 19:52
Posts: 246
I finally found the one flaw with Lazytown!
It has no pyroland mode! :lol:


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 Post subject: Re: Lazytown G
PostPosted: 05 Jun 2013 21:36 
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Joined: 08 Dec 2008 13:21
Posts: 1549
Location: Leeuwarden, Netherlands
Yes it does. Just edit the file.

viewtopic.php?f=7&t=335&start=270

Mind you, I don't know if this still works with the new steampipe thing.

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 Post subject: Re: Lazytown G
PostPosted: 05 Jun 2013 22:35 
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Crunchy Nut
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Joined: 11 Dec 2012 19:52
Posts: 246
nope, doesn't work
and it doesn't have the border around the screen either


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 Post subject: Re: Lazytown G
PostPosted: 06 Jun 2013 08:16 
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Joined: 13 Jan 2009 11:31
Posts: 2204
Did you put it in
Quote:
tf/custom/my_custom_stuff/cfg
folder like this page suggests https://support.steampowered.com/kb_art ... -QPFN-2491 ?

LOL
Stupid Valve use ' / ' for local windows file system instead of ' \ '.
How much worse in computer craft can you get?

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 Post subject: Re: Lazytown G
PostPosted: 06 Jun 2013 12:43 
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Whole Nut

Joined: 22 Jul 2011 23:57
Posts: 981
Location: Stockholm, Sweden
The real question is... why would you even want to use pyromode :?

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 Post subject: Re: Lazytown G
PostPosted: 06 Jun 2013 12:50 
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(>Nutter<)
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Joined: 08 Dec 2008 13:21
Posts: 1549
Location: Leeuwarden, Netherlands
Cause it looks pretty!

_________________
There is always a Torn in garage.

If you say "plz" because it is shorter than please, then I'll say "no" because it is shorter than yes.


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 Post subject: Re: Lazytown G
PostPosted: 06 Jun 2013 12:53 
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Whole Nut

Joined: 22 Jul 2011 23:57
Posts: 981
Location: Stockholm, Sweden
Just... a little bit.... :roll:

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