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FPSC Classic Product Chat / Multiplayer level design - rules?

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Leander
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Posted: 9th Oct 2007 15:33
OK, as far as I know you shouldn't use that many entities and go without lights, full lightmap, shaders.

But are there restrictions concerning the room size?

I'm currently creating a huge multiplayer arena. It is an old house, a bit castle-like. There's ground floor, first floor and a cellar. My rooms are often 4x4 FPSC units. Three rooms are 4x4 over 2 layers. Will this cause lag?

What's ok for multiplayer and what too much?

[under construction]
Storm 6000
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Posted: 9th Oct 2007 17:40 Edited at: 9th Oct 2007 17:41
Its mainly down to the computers playing the games if they both run the level fine and your internet connection is good there will be no lag test your level offline on different machines. Also full lightmap with just static lights doesnt really cause slow down that I have ever been able to prove as its just modifys the levels textures.

Thanks
Adam
DarkFact
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Posted: 9th Oct 2007 18:01
Quote: "Three rooms are 4x4 over 2 layers. Will this cause lag?"


That in itself should not. But watch out for the usual: High poly counts, to many CSG cut holes (doors/windows), wide open spaces and long hallways.

Normally, I'd say that 4x4 rooms are too big. But you say this is a castle.

~Dave

Phoenix Sentry Programmer
Leander
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Posted: 9th Oct 2007 18:06
I have 1 MBIT download and 256 kb/sec up I think.

Isn't everything slowed down when there are 8 players or 6? 2 players is fastest? The more players the more lag?

[under construction]
Storm 6000
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Posted: 9th Oct 2007 18:07 Edited at: 9th Oct 2007 18:07
Yes more player more lag but thats the same on every game, dont forget you computer has to handle all the players if your the host so the most powerful computer avalible should host

Thanks
Adam
DarkFact
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Posted: 9th Oct 2007 18:07 Edited at: 9th Oct 2007 18:08
Quote: "The more players the more lag?"


Generally, yes. If the host computer is very high end, then maybe not so much.

Storm, you beat me by like .250 milliseconds on that one.

~Dave

Phoenix Sentry Programmer
Leander
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Posted: 9th Oct 2007 18:23
Not the one with the fastest internet connection?

Mine isnt that good. PIV, 3.2 ghz, 1 GB ram, ATI Radeon 9600 128 MB. I bought it back in Summer 2004. LOL

[under construction]
Storm 6000
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Posted: 9th Oct 2007 18:35
A good balence of both is best from my personal experience but prehaps darkfact will tell you differently lol

Thanks
Adam
DarkFact
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Posted: 9th Oct 2007 18:38
I think the person with the fastest of both should host. The best PC in the world would not be a good host on dialup. A PII with 64MB of RAM with a T1 connection would not be a good host either.


Storm is right. Balance.

~Dave

Phoenix Sentry Programmer
Leander
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Posted: 18th Oct 2007 22:55
I added one light. And had dynamic lights on. 1 FPS! Then my PC crashed.

Dynamic lights shouldn't be used in multiplayer but I just want some lights AND dark areas.



coming soon...
Avid
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Posted: 18th Oct 2007 23:06
Think Quake 3. It used standard diffuse lighting with simple blob shadows on dynamic meshes. The textures were also only 256x256. I'd try to stick to low quality textures and meshes. You won't have time to admire the scenery in a furious deathmatch game.
Leander
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Posted: 25th Oct 2007 14:58 Edited at: 25th Oct 2007 15:21
Another quick question: what weapons don't work in multiplayer?

Bazooka, mills 36, glaive, M79 impact and timed, P90...what else?
What about Jackhammer?

There is some thread that "build game" crashes with certain weapons in multiplayer but I can't find this thread.



coming soon...
Storm 6000
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Posted: 25th Oct 2007 15:22
P90 Should work fine its just explosive weapons that dnt work

Thanks
Adam
Leander
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Posted: 25th Oct 2007 15:30 Edited at: 25th Oct 2007 18:54
Mossberg?

Could you please tell me the URL of the thread with the building errors?

EDIT Works now. Tested it.



coming soon...
Storm 6000
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Posted: 26th Oct 2007 11:46
Mossberg works fine for me... HOpe you got it sorted

Thanks
Adam
Leander
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Posted: 26th Oct 2007 13:32
Yep, I have. I have implemented custom weapons (NOT meshes)...I edited damage, reload quantity etc.



coming soon...

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