zoneportals didnt work

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Cursed_Soul

Now known as Luos_83
Jan 13, 2001
4,206
4
38
40
dordrecht
www.vladderbeest.com
the prob

well, the rooms are rather small and the map isnt that big, and there arent any complicated brushes, and no deco , so why the fck is there a huge amount of ping in the map, (not online)
 

ChrisToth.hu

Level Designer
Oct 2, 2000
2,740
0
0
Atlantis
Coronas don't really matter...sprites are handled in a good way...

Fog and dynamic lights cause more slowdowns. Could you post some stats from the map? You should also grab the stats from the Editor...
 

Cursed_Soul

Now known as Luos_83
Jan 13, 2001
4,206
4
38
40
dordrecht
www.vladderbeest.com
s this what u wanna see?????

Log: Lightsource Light83: 129 leaves
Log: Lightsource Light7: 75 leaves
Log: Time = 17.426601 msec per light
Log: BspOptGeom begin
Log: MergeNearPoints merged 0/2769, collapsed 0
Log: Polys: 1480 -> 1480
Log: Nodes: 2331 -> 2331
Log: Points: 2769 -> 2769
Log: Vectors: 720 -> 720
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Log: BspOptGeom building sidelinks
Log: BspOptGeom end
Log: Processed 1225 T-points, linked: 10061/10251 sides
Init: Initialized moving brush tracker for Level MyLevel.MyLevel
Init: Input system initialized for WindowsViewport0
Log: Opened temporary viewport
Log: Occluded 444 views in 0.000000 sec (0.000000 msec per light)
Init: Shut down moving brush tracker for Level MyLevel.MyLevel
Log: 74 Lights, 1186 Polys, 5308 Pairs, 722242 Rays
 

Cursed_Soul

Now known as Luos_83
Jan 13, 2001
4,206
4
38
40
dordrecht
www.vladderbeest.com
i got some hints

a good friend told me how 2 lower the ping (still high) and here are the new rates :Log: bspBuildBounds: Generated 1160 bounds, 8462 hulls
Log: BuildZoneInfo: 2 ZoneInfo actors, 0 duplicates, 0 zoneless
Log: Portalized: 2233 portals, 55 zone portals (62 fragments), 815 leaves, 2211 nodes
Log: Lightsource Light19: 217 leaves
Log: Lightsource Light0: 17 leaves
Log: Lightsource Light1: 72 leaves
Log: Lightsource Light2: 99 leaves
Log: Lightsource Light3: 120 leaves
Log: Lightsource Light4: 90 leaves
Log: Lightsource Light5: 89 leaves
Log: Lightsource Light6: 70 leaves
Log: Lightsource Light8: 44 leaves
Log: Lightsource Light9: 30 leaves
Log: Lightsource Light10: 14 leaves
Log: Lightsource Light11: 16 leaves
Log: Lightsource Light12: 18 leaves
Log: Lightsource Light13: 21 leaves
Log: Lightsource Light17: 177 leaves
Log: Lightsource Light18: 231 leaves
Log: Lightsource Light20: 177 leaves
Log: Lightsource ControlPoint0: 9 leaves
Log: Lightsource Light14: 94 leaves
Log: Lightsource Light15: 86 leaves
Log: Lightsource Light28: 0 leaves
Log: Lightsource Light31: 134 leaves
Log: Lightsource Light32: 137 leaves
Log: Lightsource Light40: 200 leaves
Log: Lightsource Light41: 94 leaves
Log: Lightsource Light42: 83 leaves
Log: Lightsource Light43: 80 leaves
Log: Lightsource Light44: 104 leaves
Log: Lightsource Light45: 32 leaves
Log: Lightsource Light46: 32 leaves
Log: Lightsource Light16: 80 leaves
Log: Lightsource Light21: 73 leaves
Log: Lightsource Light23: 90 leaves
Log: Lightsource Light24: 14 leaves
Log: Lightsource Light26: 78 leaves
Log: Lightsource Light27: 83 leaves
Log: Lightsource Light29: 95 leaves
Log: Lightsource Light30: 118 leaves
Log: Lightsource Light34: 67 leaves
Log: Lightsource Light36: 36 leaves
Log: Lightsource Light38: 35 leaves
Log: Lightsource Light39: 0 leaves
Log: Lightsource Light47: 29 leaves
Log: Lightsource Light48: 29 leaves
Log: Lightsource Light49: 39 leaves
Log: Lightsource Light50: 32 leaves
Log: Lightsource Light51: 38 leaves
Log: Lightsource Light52: 50 leaves
Log: Lightsource Light53: 135 leaves
Log: Lightsource Light54: 148 leaves
Log: Lightsource Light55: 68 leaves
Log: Lightsource Light56: 39 leaves
Log: Lightsource Light57: 50 leaves
Log: Lightsource Light58: 48 leaves
Log: Lightsource Light59: 50 leaves
Log: Lightsource Light60: 38 leaves
Log: Lightsource Light61: 49 leaves
Log: Lightsource Light62: 69 leaves
Log: Lightsource Light63: 71 leaves
Log: Lightsource Light64: 62 leaves
Log: Lightsource Light65: 65 leaves
Log: Lightsource Light66: 70 leaves
Log: Lightsource Light67: 73 leaves
Log: Lightsource Light68: 19 leaves
Log: Lightsource Light69: 33 leaves
Log: Lightsource Light70: 36 leaves
Log: Lightsource Light72: 124 leaves
Log: Lightsource Light74: 99 leaves
Log: Lightsource Light76: 127 leaves
Log: Lightsource Light78: 108 leaves
Log: Lightsource Light80: 125 leaves
Log: Lightsource Light82: 105 leaves
Log: Lightsource Light83: 137 leaves
Log: Lightsource Light7: 86 leaves
Log: Time = 16.128500 msec per light
Log: BspOptGeom begin
Log: MergeNearPoints merged 2/2643, collapsed 0
Log: Polys: 1465 -> 1465
Log: Nodes: 2211 -> 2211
Log: Points: 2643 -> 2641
Log: Vectors: 720 -> 720
Warning: Node side limit reached (x12)
Log: BspOptGeom building sidelinks
Log: BspOptGeom end
Log: Processed 1142 T-points, linked: 9314/9667 sides
Init: Initialized moving brush tracker for Level MyLevel.MyLevel
Init: Input system initialized for WindowsViewport7
Log: Opened temporary viewport
Log: Occluded 444 views in 0.000000 sec (0.000000 msec per light)
Init: Shut down moving brush tracker for Level MyLevel.MyLevel
Log: 74 Lights, 1171 Polys, 5209 Pairs, 726563 Rays
DevPath: Remove 0 old reachspecs
DevPath: Add WarpZone and Inventory markers
DevPath: Add reachspecs
DevPath: Added reachspecs to ControlPoint0
DevPath: Added reachspecs to PlayerStart0
DevPath: Added 0 reachspecs
DevPath: Prune reachspecs
DevPath: Pruned 0 reachspecs
DevPath: All done
 

ChrisToth.hu

Level Designer
Oct 2, 2000
2,740
0
0
Atlantis
You could try pushing the BSP rebuild slider in the direction of Limit Cuts....

Another thing...start your map and walk around with Stat fps and Stat Global enabled.

Optimal:
Poly<250
Node<2*Poly
Occ<10-15

These are the serious laggers...
 

ZodiaK

irresponsible walrus
Feb 14, 2000
910
0
0
onboard The Mothership
ameba.lpt.fi
you do know what ping stands for? ;)

another thing came to me...

have you done botpathing yet? if yes, how many times have you rebuilt the paths? the rising amount of reachspecs (the number rises every time you rebuild paths) has been reported to cause slowdowns causing otherwise fast levels to become unplayable. you could also try timedemo (console->timedemo 1) or just watch the numbers running with stat fps on to get a hunch of what the framerates are...although if it's slow, then it is, no matter what the rates tell...
 

ZodiaK

irresponsible walrus
Feb 14, 2000
910
0
0
onboard The Mothership
ameba.lpt.fi
yea, merging poly's can make a difference, but then again, if the poly's stayed under 150 anyway then this shouldn't have been the problem in the first place...

btw, nice coffeeshops ya have there Cursed_soul...:D just spent a week in den haag...