Killing Floor 2

Killing Floor 2

Spaceport Perdition
Showing 1-2 of 2 entries
Update: 11 Jul, 2017 @ 3:09pm

Version 2.0

Spaceport Perdition was a map created when both authors were relatively new to the KF2 SDK, and as such the map suffered from a lot of flaws and newbie mistakes.
Now, after a combined 8+ hours of optimization and fixing, Spaceport Perdition version 2.0 is ready with a comprehensive changelog:

-- PERFORMANCE ENHANCEMENTS
* Several thousand meshes have been optimized and combined into larger elements. This has resulted in significantly fewer Draw Calls (that's good!), better collision calculations and improved blood splatter.

* The ZED navmesh has been heavily optimized with more than 50 redundat Path Nodes removed. As a result the ZED now move more efficiently around the map.

* Blood splatters across the entire map has been completely reworked and now looks much better.

* The previously automated draw distance culling has been reworked and replaced by manual settings on thousands of meshes, resulting in a significant overall performance increase.

* Lights and Shadowmaps have been tweaked in many locations for increased performance and reduced memory usage.

* Collision optimizations were made on a large number of meshes that had previously inefficient settings.

* All out-of-sight ZED spawn areas are now fully enclosed, which should make the map more compatible with Mods that rely on special spawning rules.



-- FIXES
* Numerous areas with missing collision have been fixed.

* Many new collision volumes were added to optimize player movement and prevent exploitable camping positions where ZED could not reach.

* The timed door in the engine room has been replaced with a regular door. The timed door by the bio lab is unchanged.

Update: 12 Mar, 2016 @ 7:28pm