Product Chat / How big can I create a map? and objects?

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themegapolice 96
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Posted: 21st Sep 2017 21:38 Edited at: 21st Sep 2017 22:28
I'm doing a zombie project with a closed but open map at a time, where you can search for objects but in a large, closed place.
I have been with the project for several months and I am trying to put the least amount of objects, even so, I feel that I already have 2000 objects on the map and it is about 3km away.
Could this cause some conflict in the engine?
use many objects can have some problem in the engine?
I am still waiting for the optimization of the engine they are doing ... but can I continue with this project?

Here is a video of the project
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synchromesh
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Posted: 21st Sep 2017 22:34
Well it looks Great !!
If your worried hold off until the DX11 update .... But it should run better if all goes well
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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GraPhiX
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Posted: 21st Sep 2017 22:36
reminds me of Fallout
nice work themegapolice, as synchromesh already said I would not worry about it too much, if you are getting decent FPS now it should only be better after the DX11 upgrade
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MooKai
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Posted: 21st Sep 2017 22:39
Looks like a nice map
Problems later in the standalone could be... fps slow downs, long loading times, (strange bugs)....
But you map still have some space for more objects, I would say

From some trees you can turn off the physics, will save some fps. The player normally not expect that they can run thru trees, so hopyfully they will not try it. Good (phys off) for tress/objects the player can not reach.
Old school FPS fan, DOOM!!! Why GG not working on my AMIGA 500?
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themegapolice 96
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Posted: 21st Sep 2017 22:52
Yeah, i turn the physis off in some objects... but... i have a gtx 1050, apu a8 7650k 3.3ghz and 12gb ram ddr3 1866mhz....
I get 25 - 35 fps in the game in highest settings with reshade (the abandoned color).
And i put the distance in 6 or 7 to get more fps... but... still some slow.
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MooKai
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Posted: 21st Sep 2017 23:50
set the occulsion to 100% add some fog
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Jerry Tremble
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Posted: 22nd Sep 2017 00:26
Amazing work! I would be concerned if you are planning on distributing the game. If it's running fine on your machine, it might not on lower spec machines. Good luck!
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themegapolice 96
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Posted: 22nd Sep 2017 00:59
I don't know... the game contains a lot of models from stalker and metro 2033....
Some from the store and others from fps creator....
The project already have a fog and lower distance and occlusion %100 and physis off in some objects far from the player.. 30 fps with gtx 1050....
I will be waiting for the update to get more fps, but i need 60 more fps....
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synchromesh
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Posted: 22nd Sep 2017 01:07
Quote: "the game contains a lot of models from stalker and metro 2033...."

You realise you cannot spread the game or even give it away free without official permission to use those models ?
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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themegapolice 96
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Posted: 22nd Sep 2017 01:42
I dont know.. a lot of games contains models ripped from games... And i dont wanna win money or nothing...
I'll see what happens to that
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Jerry Tremble
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Posted: 22nd Sep 2017 02:03
Quote: "I dont know.. a lot of games contains models ripped from games... And i dont wanna win money or nothing...
I'll see what happens to that"


We might ALL see what happens! Good luck!
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Ertlov
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Posted: 22nd Sep 2017 02:19
The lawyers will have an interesting day then!
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themegapolice 96
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Posted: 22nd Sep 2017 04:35
yes >:c
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Teabone
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Posted: 22nd Sep 2017 05:06 Edited at: 22nd Sep 2017 05:12
I've heard some pretty bad stories from people who have attempted this over Steam. Lawsuits and cease and desist. I'd avoid using any licensed content from other games.

Otherwise, I like your presentation and you have really good environmental design and i see good atmosphere being created there.
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themegapolice 96
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Posted: 22nd Sep 2017 06:53
I'm not going to post it on steam or anything like that...
also the subject was by the subject of the objects, not of the use of other models ....
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cybernescence
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Posted: 22nd Sep 2017 07:08
So because you've asked me to watch you drive to help you improve I'm supposed to ignore the fact you've knocked a dog over whilst doing so?
synchromesh
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Posted: 22nd Sep 2017 09:01
Basically TGC have a zero tolerance policy on copyrighted material ...
Pretty much all you can get away with is tribute Video ( and even then You Tube can kick off )
You certainly wont be able to distribute or link any download on these forums.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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themegapolice 96
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Posted: 22nd Sep 2017 17:37

ok I will replace these used models in case the doubts that they denounce me and to publish it in this community :'v
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Duchenkuke
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Posted: 22nd Sep 2017 18:03
That looks awesome... Great Job !
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By the way, I am a Modder, Soundtrack Composer and now Game Developer. Well, sort of.

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Honkeyboy
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Posted: 22nd Sep 2017 21:11 Edited at: 22nd Sep 2017 21:29
You can actually increase the map size by making the player smaller but only in 3rd person atm (i have done this with a space map) problem is with maps on ground level as im sure the guys will tell you things become bigger e.g the terrain you can however adjust the terrain to suit (not easy but can be done) and also you have to shrink everything else, also if your any good with blender you can make a map as an .x which if done right can speed up fps (I've dome a few but i think Belidos has been doing alot of these as well), looks good tho m8 good hunting with it
Edit just retried this with a character and didnt work, so only works with maybe cars, spaceships etc
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SpaceWurm
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Posted: 24th Sep 2017 11:09 Edited at: 27th Jul 2019 14:36
Your map looks great. The overall design makes it extremely believable that you could be in a post apocalyptic scenario. The performance on the engine will improve when the DX11 update comes out.

I certainly hope you do replace those copyrighted assets otherwise there will be a lot of people on your case.
smallg
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Posted: 24th Sep 2017 15:45 Edited at: 24th Sep 2017 15:47
use f11 mode (and the tab sliders) to turn things on/off and see what causes the biggest fps drop, then you know the area(s) to improve.

if i was making a large map in GG i would try making hills taller and/or more frequent to hide entity populated areas using a script to hide the entities as needed - though this may be a bit late for you as it's not possible to use this method for static entities...
for anyone who wishes to try it though you need to;
1. set your clutter entities to "static = no", "isinmobile = yes" and "strength = 25"
2. assign the script to an entity with "static = no", "always active = yes"
3. build up your hills to hide the populated areas
as said in the video, objects that are static or don't have 25 strength will not be included in the system - works well combined with the default GG occlusion but of course is not a magic solution, you will still need to plan your layouts.
i also recommend making sure vsync is set to 1 in setup.ini
*video being uploaded*
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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