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[Ger] ZumLustigen Schnitzelhorrorhaus by GMA
IP: 116.202.173.223:35421
Schwer - 10 Wellen
[Ger]Zum Lustigen Hackfleischhackenderzerhacker
IP: 116.202.233.204:27015
Lebensmüde - 10 Wellen
Beware the map is extremly hard. Be prepared to move, jump of 2nd floor and have decent healing. Do not go to 3rd floor unless you really need to, else you won't be able to jump mid without taking 50+ HP dmg.
Easy 10/10 map. Great work of porting it to KF2. I wish KF-IceBreaker was also ported.
Much apreciated work.
After a couple hours any active servers should have grabbed the most recent version.
All of this is assuming that the server in question is running in its stock configuration, if you're dealing with heavily modified servers then it may be a different situation.
There is a spawn bug : you can't grab the weapons that are spawning, and it is only AR-15 that spawns. It also create a second problem which is spawn points are gonna end up all beeing filled with ungrabbable weapons.
The area that you have to defend are surrounded by a firewall texture which is an annoyance.
Are you on the Beta preview build?
Thanks, I've found that some people hate it while other like it.
I personally think it looks cool tho. XD
This brings support for Stand Your Ground (Dosh Objectives), as well as a host of other improvements.
Check the Changelog for more details.
Unfortunately there's no where near enough time left to port a map and have it ready for Christmas, if I wanted to do so I'd had to have started a couple months ago.
Day approaching the Christmas.
Can you remake....
KF1 Santa's Evil Lair??
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Regards.
When I do my performance testing on my maps I’m very careful to watch my CPU draw calls, Shader instructions, and Overdraw. (none of which ever surpass what the engine can handle)
In regards to streaming portions of the level in and out, they simply aren’t big enough to warrant that, and especially in the case of Foundry there are various hallways that allow the player to see across the vast majority of the map.
I’m assuming the majority of you experience is with Source, which is VERY old and outdated feature wise. (Even compared to UE3)
I have exactly that GPU, a GTX 680 and i get 80 fps at mid. I am sure the GPU is processing stuff that are not even in the POV. I also made maps on other engines and there is always a trick allowing the mapper to tell the game not to process stuff in AREA X/Y if the player is in AREA Z or in sighf of triger walls/zones.
I get 200+fps (i cap the game at 240fps) on all the official maps and i noticed on a lot of custom maps that have very low details there is still extremly bad performances because mappers dont do the optimisation part. Foundry has very low details so i dont see what could cause such drastic framerate drop.
Hope this helps ;-)
Foundry was put together using relatively demanding shaders and effects and is targeting significantly more powerful hardware than what the base game recommends.
I would personally recommend at least a GTX 680 or the AMD equivalent as a bare minimum for smooth gameplay.
The map will be updated when I get the chance (which will hopefully be soon)
The door issue is happening in any maps which have their doors set to be closed when the game starts.
This started happening with the Summer sideshow update.
Could u make KF-IceBreaker?
Your KF-Foundry port is not optimised i think, very low FPS there. And doors are buged at start, is this map still beeing worked on?
Because I like Foundry.
The maps I port are the ones I liked from KF1.
This is the main deciding factor on which maps I pull over to KF2.