As-boobedomemotorspeedway(race) development pics of a UT assult map.
Posted 15 October 2005 - 05:32 PM
and the concession stand that will be in the infield
The infield hospital.....where health and armor powerups can be found
The line of race trucks and trailers.......looks like a good place for a super jump to me.
Beta 3 is now available on the boobedome server.....this is a 30 player assult server.
This is where I will launch my assult maps for UT and where I will be hosting my C&C maps when I get them done.
I am finally getting comfortable with the UnrealED editor and am eagerly learning the ins and outs of building up a map for use on a server.
This map will see one more beta before it goes to final and then there will be one more version with the suffix [hardcore].......which will have a blimp over the track.
I still have lots to do till beta 4 is ready so I guess I should get back at it.
Posted 15 October 2005 - 06:28 PM
Posted 16 October 2005 - 02:05 PM
here's some more progress pics.
Beta 4 will have two main classes of racers.....the Scorpion GT and the Scorpion GTS
Each class has a choice of two weapons.....either a tank heavy machinegun or a missile turret.
There will only be two Missile turret scorpions per side since they do track their targets.
And there will also be a couple bonus vehicles.....the General Lee and the Dark 3D.
There will also be a couple super jumps.
Posted 23 October 2005 - 12:02 PM
high end video card users aren't experiencing the problemb but a lot of us who have cards that are just sufficient are experiencing framerate drops and this is causing the server to skip over some information because the client side computer can't handle all the information it is getting.
I'm running 500Mb Ram and a 128Mb Radeon 9200 video card and I can definately tell the difference when you propigate too many actors in a scene for a system such as mine to display.
here's a short set of screen shots of where I monitored the FPS and how it is effected by the amount of static meshes in a scene with collision enabled.
As you can see......when I look towards the infield I have a dramatic drop in framerates........compound this with all the rocket trails and other projectiles plus the vehicles and you have all the makings of a map that will overload the lower rated video cards or systems with too much rendering information and not enough time to render it all and keep up.
my solution is to eliminate the line of trucks as 24 individual static meshes and make it into 2 separate static meshes....plus 2 invisible static colision meshes
I need to optimize the material of the invisible collidable meshes to one material so that it takes less available memory to detect the mesh collisions.
I need to lower the vehicle weapon fire rate to take some load off the processor.....tracking hundreds of projectiles with trail emitters takes up a lot of memory.
Lots to fix.....but I am learning a lot about how the unreal engine handles active scenes.......it all can be made to work well if set up properly.........I just need to learn how to do it properly
Posted 01 November 2005 - 06:28 PM
These will be placed in turn 2 and 4...one facing towards the back stretch and one facing towards the front stretch.
The BooBeTron Monitors will display realtime camera views of the race in progress.
Posted 28 January 2006 - 03:41 PM
Posted 30 January 2006 - 06:52 PM
Beta 8 is running on the BooBeDome server......I've decided to wait till I finish the final version to do another release.
I finally got to test the motorcycle out too.....it needs a little more work to the handling code before I put it in a map.
The motorcycle code will end up being used for my command and conquer vehicles.
Posted 31 January 2006 - 01:15 PM