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That does seem to be the case for me on Vulpecular as well, but not nearly to the same extent. I didn’t mean to imply that similar choppiness = similar cause, but who knows how convoluted the code is under the hood and what could be linked together, eh? Even if it’s got nothing to do with it it could get somebody thinking in a different way.
This is all what I meant when I said insidious.
A random thought, Vulpecular and the level after it both have obscene numbers of teleporting enemies in very nearly every encounter. Feel free to shoot me down if you know for sure it’s not the case, of course, but could something in the teleporter AI be causing a slowdown when there’s lots of teleporters in a map?
That’s what I meant by insidious.
‘Kay, so I just finished Vulpecular on my insane run and while I did notice a teensy bit of choppiness in a few bigger fights it was nothing close to the lag you describe. Not sure off the top of my head what all my specs are but I know my CPU specs are close to yours (maybe very slightly faster) and my graphics card is a 1060, so it might be slightly worse.
I’m also playing with everything turned to maximum including SSR.
I does look like your problem might be something more insidious than simple hardware/optimization or level chunking. Beyond that I have no idea, but maybe this information can help anyway. 😛
Maybe worth noting I’ve noticed a little bit of similar choppiness in custom singleplayer levels, seeming to be when there are a lot of large chunks on screen at a time or a few chunks with very layered geometry. Although in those cases the choppiness wasn’t even at the same level as what I saw in Vulpecular.
Hey TC. I been missing you!
Yeah I do recall them saying that getting it to work at decent framerates would have been the biggest issue. Unity’s big mysterious problem with it could have just been that the engine tends to be badly optimized to start with.
Personally I don’t miss it.
Ekk, sorry for the double post.
Hey, TC. I been missing you.
And yes I recall them saying that getting it to work at a decent framerate would have been the biggest problem. Unity’s big mysterious problem with it might just be that it tends to be badly optimized in general.January 30, 2019 at 11:08 pm in reply to: Has Mike Kulas left Revival for Volition? What is the future for Revival? #19083
Ya gotta pay the bills one way or another. Revival’s a cool little passion project for just about everyone there, and Volition is a guaranteed steady paycheck. There’s no law against having two jobs. Heck, I have three.
I think you’re overreacting. Or you’re as possessive as a mountain lion, but either way, relax. 😛
Once Pumo Mines is fully alive, will we finally get a long-awaited Pumo Mines live show?
And once Pumo Mines is truly alive, will we have a Pumo Mines live show?
😛October 1, 2018 at 12:42 pm in reply to: Optimizing with graphic settings for the animated fans #18832
You could try turning shadows down.
No, it’s not like a trackmania demo if that’s along the lines of what you’re thinking.
Editor comes with the full version of the game. I think that’s pretty standard practice for level editors but there are so few games that come with them (or even have demos) these days it’s hard to say and there are definitely exceptions to it.
I usually copy it out of the game’s folder to another spot on the computer that takes fewer clicks than steam’s *wonderful* folder structure. Reason being, if you launch the editor through steam you can’t have the game running at the same time.
Well, with so many people releasing by this point multiple challenge maps without problems exporting and Kryyss, and it sounds like, others, running into the problem with almost any map my (admittedly non-programmer) mind wonders if the editor is doing something unusual interacting with some particular hardware.
All I can recommend is back up frequently — if something breaks randomly it’s usually easiest to just rebuild it from the last construction that actually worked.
I didn’t mean anything by it. I always thought Meddler was a Descent song at its heart (I think I had it playing while I was going through the Vertigo Series at one point) and it’s a joy to hear it in this game. And it’s great to hear a little sketch of a track like “Reassess” expanded into a full theme song.
Heh, so, only four of your gameplay tracks in the game were actually written for it. I know Hidden Grind came about right at the end and Darkness Eternal came right at the start but, if you don’t mind another question, when did “Really Cold Pain” come about? It’s a really intruiging song and very different from the rest of the soundtrack (the alternating 5/4 and 4/4 time signatures, the sporadic and changing percussion, the highpassed guitar sounds and the background noises) it’s probably my favourite after “Level Up”. You tapped into something really weird and interesting there and from a musician’s perspective myself I would love to know what sort of a place it came from.