Garry's Mod

Garry's Mod

RP_Batuu_v1
[TSF] Mason 1290  [developer] 11 Aug, 2022 @ 9:04pm
rp_batuu_v2 development
rp_batuu_v2 will be a new map upload for the same reason rp_anaxes_2.5 was made as a new map upload, people thinking FastDL and maps go together.

rp_batuu_v2 will be pushed for a different feel and larger construction compared to rp_anaxes_v2.5. My goal in this map version will be to REALLY fix optimization with the outside area. In order to do this, ill need to edit out the cliffs a bit and add more, trying to box up and segment the map, as thats how Source prefers render areas.

Next ill be making the map more Human or Earthly. Pulling away from starwars a bit.
1. as this theme just isnt seen in the map
2. the map could be used by other gamemodes
Last edited by [TSF] Mason 1290; 11 Aug, 2022 @ 9:05pm
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Showing 1-9 of 9 comments
Kinmal 5 Nov, 2022 @ 11:30pm 
still an ongoing project?
[TSF] Mason 1290  [developer] 7 Nov, 2022 @ 3:44pm 
still going. iv been taking breaks lately. as the majority of what iv been doing is tweaking and compiling. iv compiled test versions of _v2 upto about maybe 80 total times. ill get it eventually.
[TSF] Mason 1290  [developer] 11 Nov, 2022 @ 4:38am 
I feel there is a comfortable place currently with the map's optimization.

With multicore on, Local server with 64 slots, DarkRP gamemode on, and mat_wireframe 3 enabled.

The current workshop addon gets me about 110~120FPS average with 252 enabled addons. From my understanding, hosted servers get 38~55FPS average.

_v2 provides me with 170~200FPS in the same setup... SO FAR. iv yet to swap out the mushroom trees with the pine trees. But this usually has an outcome of fewer props, but the polly count on the trees might be higher. we will see. Im expecting to see maybe 80~95FPS or such on a server when this is complete. It might be more and surprise me.

I would say, the map is about 50% done. I made some fixes and changes ontop of the new render changes.
Last edited by [TSF] Mason 1290; 12 Nov, 2022 @ 1:03am
[TSF] Mason 1290  [developer] 19 Nov, 2022 @ 1:30am 
Alright, the map is in perfect order in operation and fully comfortable with optimizations. The only thing i havnt tested it on yet, is a real server.

The only things to do now, is implement the trees, correct the lighting, readd new lighting for the new outposts, set the fog correctly, shine the glowing magic rock that wants me to terminate the Emperor of Mankind. and crank the 5hp engine to start the anti-matter core.
[TSF] Mason 1290  [developer] 4 Dec, 2022 @ 2:06am 
New compile test ran well.

todo next:
-some textures arnt comfortable
-need to continue to test Smart NPC system that attack the core and auxiliary core
-test of the map without multicore on, full addon list, darkrp on, and mat_wireframe enabled.
[TSF] Mason 1290  [developer] 5 Dec, 2022 @ 10:27pm 
The map is from my understand, completely done.

The only issue im running into now, is that some textures on props seem to be not working.
[TSF] Mason 1290  [developer] 6 Dec, 2022 @ 8:56am 
I seem to be having some kind of problem getting the core to work again without EP1/EP2 mounted. idk why. I can work it out, but if anyone knows how to help, please DM me on discord, link on the description at bottom.

currently, the issue is that VIDE isnt recognizing the texture or model of the prop_core asset in the editor. So, i usually had to load this stuff up manually. And i dont remember how it was done last time.
[TSF] Mason 1290  [developer] 6 Dec, 2022 @ 9:07am 
turning off multi-core rendering from options, removing the command line multi-core from my launch parameters, remounting the 300 addons, switching to darkRP, and demounting all games. I then open up mat_wireframe to try and simulate load, i guess? In single player testing.

I get an average of about 55~56FPS This might not even be applicable.
With mat_wireframe off, i get about 148~155FPS
[TSF] Mason 1290  [developer] 7 Dec, 2022 @ 2:21am 
Fully release
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