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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Wed Jun 19, 2013 1:32 pm Post subject: |
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You used too many textures (likely from too much variety in objects). You can maybe increase -mt in 21990 a little, but it only can go a little bit. |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Wed Jun 19, 2013 1:34 pm Post subject: |
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Got it Just needed to increase the mt a little. everything is good now 
Last edited by MultiplayerX on Wed Jun 19, 2013 4:48 pm; edited 1 time in total |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Wed Jun 19, 2013 2:02 pm Post subject: |
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I'm not sure what you mean, you've exceeded amount of textures allowed for that level using -mt, if you add more object types, just gets worse and worse and more textures will be messed up. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1730
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Posted: Wed Jun 19, 2013 3:48 pm Post subject: |
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That's textbook texture overrun. You need to increase the texture allocation for all MP instances of the stage (2-4 player settings are not shared so you need to set them all). Runway solo's original settings have an insufficient texture allocation for multiple special character models or multiple types of aircraft. It's remarkably tight.
Of the known patch issues, these are all memory-allocation related:
- Heavy blackouts in Aztec
Increase vertex and geometry allocations
- Depot experiences MILD blackouts
Increase vertex and geometry allocations
- Weapon placements will explode and go into a forever loop in all levels
General allocation insufficient for single instance of smoke and/or explosions, causing buffer overrun.
If NGEE ROM, also decrease object count if near cap, as smoke code doesn't check for object instance cap (bug closed in NGEJ and NGEP).
Also also, check that you made them indestructible. They should normally be but these things can be overridden.
- TINY texture blackouts on computer monitors in Bunker 1
Increase texture allocation. May also require a larger general allocation if a monitor has no image at all (failure to allocate attached data controller).
The issue with larger levels lagging has to do with the density of geometry and number of textures applied. Complicated models with a large number of textures require more time to be processed. Culling and clipping isn't magical; the RSP has to take everything within line of sight (and sometimes things outside it) and determine if it's visible, then pipe that to the RDP before rendering it. The more data being processed the longer that takes.
So, yes, although numerous duplicate objects eat up a marginal amount of physical memory each, rendering them is an entirely different story. Your lag is due to flooding the pipeline, not any issue on Rare's part. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Wed Jun 19, 2013 5:01 pm Post subject: **UPDATE** "Official Airfield Map release" |
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Man is this thing a beauty. I'm pretty proud of this map. I MAGICALLY stumbled across the correct allocation values to allow ZERO texture loss on this lovely beasty. Perhaps this will become a multi favorite? Check it out to see for yourself. Thank you SUB and ZOINK for all the advice as usual . I'm thinking of doing my other PAST maps over again and integrate them into this mod as well. Amazon and Sumerian plus an Aztec mod called MAYAN. Keep an eye out. MultiX
OFFICIAL UPDATE:
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Thu Jun 20, 2013 10:35 am Post subject: **UPDATE 06-20-13** Amazons and Sumerian maps added |
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Custom creations for those of you that like CRYPTIC or JUNGLE type maps. . These maps were also previous releases and have now been added to your multiplayer selection. Fog mods included (optional) if you'd like to spice up the environment. Hope you like! Please rate!!! MultiX
CLICK BANNER TO DOWNLOAD:
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Sun Jun 23, 2013 3:17 pm Post subject: **UPDATE** "Multiplayer Extended" New map added: C |
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Chop Shop is a complete modification of BASEMENT. The level seemed so lifeless and empty I decided to give it a fresh new look. Lifts, diagnostic machines, car segments, and a small office layout hopefully make the level feel completely different. Thanks as always to Subdrag and Zoinkity for founding the editor. Enjoy and please rate!! MultiplayerX
Known issues: Mild polygonal thrashing. Very small and not bad enough to interupt gameplay. Have no idea what causes this. Could be all the scaled garage doors I had to use to lock you into the level .
Click banner below to DOWNLOAD:
SCREENSHOT:
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mistamontiel 007


Joined: 17 Apr 2011 Posts: 849 Location: Miami, FL, CUBA  |
Posted: Sun Jun 23, 2013 4:19 pm Post subject: |
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Can the vehicles be blown up ? _________________
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Sun Jun 23, 2013 4:48 pm Post subject: |
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Heh that reminds me of one my maps, the one in depot, with the raised cars. Cool. I'll be updating vault with it shortly. |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Sun Jun 23, 2013 5:16 pm Post subject: |
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oh yea? Never played it. Have to check it out lol _________________
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Sun Jun 23, 2013 5:17 pm Post subject: |
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mistamontiel wrote: | Can the vehicles be blown up ? |
No but if you want MIST I can blow out an additional binary. You just have to remove one flag Takes minutes to adjust. Let me know Multi _________________
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Sun Jun 23, 2013 8:22 pm Post subject: |
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nice well actually i meant lifts as in when they raise your car with a platform in the air to work on it cool level though!! _________________
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Sun Jun 23, 2013 9:00 pm Post subject: **PATCH FOR CHOP SHOP** |
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Mist raised my curiousity by asking if the cars in this would blow up when they get shot at, etc. Looks and feels better that way soooooooo here's a patch and this will be in the final version of the mod. Multi X
SUB you can hold off updating this on VAULT unless you want to. This will be included in the next map release anyway.
FLAG PATCH - Vehicles now destructible:
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Mon Jun 24, 2013 8:10 pm Post subject: **UPDATE** Special Island Makeover "Boardwalk" |
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I woke up today with an ingenious idea for "The Island" in multiplayer. This is the final version I will be undertaking for it. It is COMPLETE from my end
Boardwalk is the FINAL version of The Island in multiplayer. The Island is now OFFICIALLY a completed GoldenEye multiplayer level. I came up with an idea to create an ILLUSION of a "boardwalk" that reaches all the way to The Island from the pier . The level has also been extensively clipped out to make everything "FEEL REAL". I discovered a way to use invisible objects to WALL OUT any place in the level you can walk off or out into the water. The level has been tested for accuracy. Hope this fulfills everyone's multiplayer desires of this area and don't forget to thank Mr.Kane for all floor clipping!
MultiplayerX
SCREENSHOT:
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