Isle of Longford Discussion 1.2 fix 2

A.K.A longford isle or evil ram isle

  1. SuperEmbracer

    SuperEmbracer
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    This is a discussion page for The Isle of Longford

    If you want to post issues/recommendations, do it here.
     
  2. bjs3d

    bjs3d
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    Sorry for the review it probably shows i made a couple reviews. but good map and i can't wait for updates to start rolling in.
     
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  3. sohnzugspitze

    sohnzugspitze
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    very nice mod;)
     
  4. Gamer_X99

    Gamer_X99
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    This is EXACTLY what I've been looking for. Nice country area, massive towns, and good framerate. All I suggest is that you widen the runway, and redo the bridges with road textures and AI support. The road signs are ghost objects, but that's actually a good thing- I run into way too many of those on other maps.



    Easter egg: If you time it right, you can get the ME-262 off the ground from the port pier closest to the default spawn point.
     
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  5. fufsgfen

    fufsgfen
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    From default spawn I turned 180 degrees and started travelling road, with less than 50fps with gtx1080, lowered visual distance to 2000 from 4000, still lags, checked drawcalls, over 7600, about twice what is recommend to be absolute maximum in any spot on map.

    That is greatest problem with this map I think, there is no way to use several vehicles with good framerate as CPU is killed by drawcalls. Maybe future updates to game help with that, but way this map is built is main reason.

    It is all those mesh roads and buildings, too many textures, also using static objects is not benefiting batching so well etc. Map could run a lot better without removing single object from it, but it would require moving all items to forest brush, making texture atlases and improving UV maps of custom objects.

    Maybe wait few months and see if coming improvements to rendering will help this map, there is good chance those will.
     
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  6. SuperEmbracer

    SuperEmbracer
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    What's a texture atlas? I honestly don't know what that is. I would do anything to improve the framerate!
     
  7. fufsgfen

    fufsgfen
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    Oh, texture atlas is what you see in WCUSA textures for example, where many textures are packed to one.

    I'm still learning this stuff, but here is probably best collection of links that you can find on this forum at least, which help to understand better of how to improve framerates, you can ignore my mumbling on thread, just check the links, them make more sense then:
    https://www.beamng.com/threads/opti...nd-others-differences-has-lots-of-info.57689/

    I hope that helps :)
     
  8. Gamer_X99

    Gamer_X99
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    In response to fufsgfen (without quoting their post since I don't really need to), I was only spawning one car at a time. In order, it was the default truck, then an Ibishu Blackfoot, then the 262, then an Ibishu Kashira (I was trying to take of from the second pier but kept smashing into the first), the 262 again, an Automation car (2012 Burnside), then another Automation car (Zircon Scorcher- my own creation) and with all these cars spawned as the only thing in the map with physics, it ran fine. And I'm on Intel graphics!
     
  9. SubaruSTI07™

    SubaruSTI07™
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    err.. 20181013221141_1.jpg 20181013222041_1.jpg could you fix this in the next update?
     
  10. fufsgfen

    fufsgfen
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    That explains a lot, what makes things grind to halt in this game is really not available for intel graphics.
     
  11. Gamer_X99

    Gamer_X99
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    Attached Files:

    • splitroadexample.png
  12. SubaruSTI07™

    SubaruSTI07™
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    But the in real life they arent on the middle of the road in the real life pic they are on a tiny roundabout but on this map they are in the middle of the road.
     
  13. SuperEmbracer

    SuperEmbracer
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  14. SubaruSTI07™

    SubaruSTI07™
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    Yes and why is it meant to? its not meant be like that its annoying and unrealistic to spawn inside a sidewalk..
     
  15. SuperEmbracer

    SuperEmbracer
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    I'l fix it sooner or later, probably by next week or two.. As i said in the mods page, i'm very busy with important things going on with life. The tyres didn't clip with my Kashira by the way.
     
  16. SubaruSTI07™

    SubaruSTI07™
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    Oh good you are going to fix it later.
     
  17. SuperEmbracer

    SuperEmbracer
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    I'll probably move the city spawn in the road instead of the sidewalk like i intended to, since some people are finding it annoying. That will be done by the next update too.
     
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  18. SubaruSTI07™

    SubaruSTI07™
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    Good.
     
  19. fufsgfen

    fufsgfen
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    Someone needs to do bus routes for this map, nice challenging properly narrow roads to navigate bus. With shadows off there is less lag as that helps CPU a lot by reducing drawcalls, so it is really nice even there is slight degradation of visual quality that way.

    There are some spots on roads that might need smoothing, like edge of road there is sharp angled piece of terrain here and there.

    Another bit I found is that gravel sound place on several places while driving on paved road, it might be good to paint concrete over all decal roads to make sure it is applied to full width of road.

    It feels very much like driving bus on smaller villages etc. where you get often just 20cm or so room, so driving has to be skilled to avoid contact.

    I am looking forward of improvements of this one, I like amount of trees and road layout, towns etc. It is kind of East Coast USA, but with more European touch.
     
  20. SuperEmbracer

    SuperEmbracer
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    I would definitely make bus routes for this map! just don't know where to begin. If you can give me a template to build bus routes off, I'll put in for the next update!
     
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