fps on custom maps


undertaker2040
06-20-2004, 02:15 PM
Hi guys.i was wondering if ne 1 had any idea how to reduce the lagg on a map im doin.i have cut all un-needed textures out,me walls and me floors are wafer thin,basically so it doesnt have to draw un needed stuff.i checked me map last night and it ran at a shocking 28.7 fps.i have a decent comp.my specs are:
1.7 ghz processor
256mb ram
geforce 4 440 128mb graphics

I also use hammer and nems batch compiler and have the 2.53 version of zhlt and mapster.exe

I have used a few mapmodels as well.does this affect the running of me map?please help guys as i ran a map on the server of the clan im in and loads of peeps saifd it was laggy.thanks v.much

Gorbachev
06-20-2004, 06:21 PM
Post a compile log...you may have a leak, you might not be running a good VIS, you might not have run RAD. There are a plethora of things that can cause low fps.

Craftos
06-20-2004, 11:58 PM
First you should check and post r_speeds you have on these low FPS areas.

haircut
06-21-2004, 01:39 AM
Originally posted by undertaker2040
me walls and me floors are wafer thin,basically so it doesnt have to draw un needed stuff.


:confused: I don't understand that one, there is no need to do this. This won't help your lag or r_speeds.

I thought I'd just point that out to you :D

undertaker2040
06-21-2004, 06:40 AM
thanks guys.no i checked for leaks and have none.my rad is on.i tweaked dod a bit in the config.that helped.i removed a big map model and when i ran it,it clocked at 90 fps in some areas.so i think i sorted it.my map as whole runs at around 60fps average.thanks for all your help guys.much appreciated.

FuzzDad
06-21-2004, 08:03 AM
First thing...if you have any flickering lights remove them...those buggers cause tons of lag. Ok...now on to the other stuff to try:

1) Add -dev -console to the launch properties of DoD
2) When DoD starts go to the console and enter developer 2
3) Enter gl_wireframe 2
4) Enter r_speeds 2
5) Start your map from the console: map <mapname>

Turn off your minimap

Now...you can see what the engine "sees"...you are looking at the wireframes that the engine is drawing as you move around and you can see how your wpoly and epoly increase/decrease as the engine "sees" stuff. Try and keep your average combat area wpoly below 800 and eploy below 3000. You can swing up in both numbers momentarily but having high r_speeds causes severe fps loss.

Once you've run the map like this check out all the hot spots and try and redesign your brush work to lower those. hint brushes might be needed so if you experiment w/those do yourself a favor and add just one...then recompile...and see if it worked...to often hint brushes are placed incorrectly and cause more trouble then they are worth. If you want to see the map w/o the wireframes just type gl_wireframe 0 in the console.

Good luck!

Ginger Lord
06-22-2004, 11:55 AM
Make sure you compile with a full VIS.

undertaker2040
06-23-2004, 11:34 AM
i do run it on full vis.should i run it with mapster also?

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