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New Map
Kamekazi
Registered Posts: 36
After a 2 year hiatus from mapping, i have finally started a new project. So far the map includes 2 "capital" lag bunkers, 3 "Battleship/cruiser" lag bunkers, and spawn/teleporter room. The lag bunkers will be shielded behind a large asteroid field and sloped walls to prevent large ships from crashing into/spazzing on them.
Feel free to post suggestions/comments/questions about other features.
Feel free to post suggestions/comments/questions about other features.
Comments
Oh, and I vote that one planet is called Cydonia!
"I want you to show this world what it means to fear the sky."
I'm really confused...
"I want you to show this world what it means to fear the sky."
As far as planets go they will likely have translucent skies, however I will release a version with occluders and solid skies on the spawn planets as well.
I could name a planet Cydonia XD
Putting up a screencap of a planet and the lag bunkers to show bunker sizes relative to the spawn planet.
One thing I would love to see is a space station were it has massive bays that are set up for ship construction. They would not render the contents to anyone outside unless the bay doors are open and a custom LS entity would quickly evacuate or re-add air to the room for effect. Sort of a Lag Bunker 2.0 idea.
"I want you to show this world what it means to fear the sky."
maybe for sb4 :P
That's as best as I can figure would work.
As for brush environments they are a no-go for now. Spacebuild just will not recognize them.
lag bunkers are sealed away behind a layer of skybox to prevent "air in space" from their logic_case.
These screen-shots were taken in HDR, with -final option set for the light-map compile.
More updates tomorrow, for now, I need to get some sleep.
"I want you to show this world what it means to fear the sky."
Any props built into the map will be setup as static props without collision models enabled so they should not cause any extra lag.
The real challenge will be coming up with a water solution for an ocean planet that does not kill fps.
In my opinion, the water on one planet should be reflective, the rest should be Cheap.
Also, you don't have to worry about static prop's collision models. Those tend to lag very, very little. So long as they aren't spammed.
I am trying to maintain at least 2x Forlorn's framerate. More if I can get it.
That's Valve's recommendation, anyways.
The water is still translucent and looks reasonably enough like water, however it does not refract or reflect.
"I want you to show this world what it means to fear the sky."
All 3 will also be updated with HDR lighting support. (Known nvidia 9k series problem: if hdr causes sudden jumps and falls in brightness, disable multi-core rendering).
Status:
Forlorn - optimized, compiling/testing now
Battlegrounds - finalizing the last planet(lava), optimizing, bughunting
Spacewar - looking for the source(s) of the moon glitch
SB_Battlegrounds - tweaking
SB_Spacewar_V6 - compiling
SB_Forlorn_R3 - compiling
I should be able to upload all 3 some time tomorrow.
FUHR TO THE SERVER WITH IT.
Battlegrounds: http://www.garrysmod.org/downloads/?a=view&id=122296
Spacewar: http://www.garrysmod.org/downloads/?a=view&id=122292
Lλmbdλ: donations for coding the space future of diaspora :>
Get your extra long EVE trial here!
Forlorn optimization in progress.