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Wait, so people actually read these things?
Wait, so people actually read these things? 16 Apr, 2013
 FT»Osaka (34 comments, 3600 views)  
Wow. People actually read the user blogs. Whatever we say. I guess being featured in the showcase helps. Ok, since I started one I might as well finish it.

And I am going to write one about DEM TREEZ THO. Seriously. I hate them. And don't come around saying that I used them on Bobbin' n' Weavin'. I didn't like them then, but it was a quick way to close a track I didn't want to take much time working on. Also, since my track didn't blow itself up, I thought "hey, maybe nadeo made proper trees this time".

Oh how wrong I was.

So this morning at about 11 am, while I should have been paying more attention to my lecture on logic, eyebo mentioned something about a map he had built basically overnight. The track is called SpeedMapping and is linked on the showcased tracks. While it might be an amazing map, what I decided to do was download it and play it at some point later in the day. After my schedule for the morning was over I decided to use my 3 free hours until my late afternoon lectures to play said track.

The first thing I noticed was the amount of trees. Something I kind of expected since it was an 8 minute map made in 5 hours. But what I couldn't imagine was the amount of trees. I can honestly say my laptop can't handle the track - something that shouldn't be so strange if I didn't have a replay uploaded in District 25. That's right. An overcrowded, completely filled and crammed 74k copper map works better than a 24k map. And what's the reason for that? M***********G TREE BLOCKS B!TCH. SERIOUSLY. Trees are STILL way too resource consuming for the rest of the game. Which isn't good, because for some reason people seem to love popping trees on the desert. And DaKKoN said my scenery was chaotic.

I know that laptops aren't primetime gaming rigs. That's out of the question. But I don't have a desktop to match its performance. And that doesn't negate the point that something so basic shouldn't have the polycount of the entire environment itself. And if it doesn't, then the texture is so ridiculously HD that nobody would actually see the detail. There is something about these trees that utterly fail, and nobody seems to care because SHINY NU BL0X.

I don't see the point of these blocks apart from hogging the entirety of your graphic resources and make the track ever so slightly more decorated. But roads, canyons, mountains and old deco blocks also help do that.

Not hating tho, just don't overuse them. I've already toasted too many gfx cards due to trees.

Also, if I ever come back to these user blogs thing, expect blogs and track reviews for tracks I may have not awarded because of some weird reason.

Love the game, hate DEM TREEZ

FT»Osaka
Comments
34 comment(s).
 Tuta writes ... 20, Apr, 2013  
Speed mapping: 70-100 fps
D25: 20-25 fps or so (dont remember exactly, was on the edge of playability)
This is on max settings.

Don't understand
  eyebo writes ... 19, Apr, 2013  
gogo mra! (y)

Also, I've made a lite version of SpeedMapping without the trees or new water, for anyone who wants it. It's only 13116c in size. It's not as pretty, but the route is the same.
 MrA writes ... 19, Apr, 2013  
I gotta try me some of this 'SpeedMapping'

(l)
 FT»Osaka writes ... 19, Apr, 2013  
I'm sorry zack, but your map is NOT bigger than SpeedMapping. RPGs are smaller in brute size because they're slow maps, while SpeedMapping might as well span a driving line of about 35km if not more.
 Zack11 writes ... 19, Apr, 2013  
I am coming out with a very large RPG map soon. It has an extreme amount of pieces, and covers basically the entire buiding zone, and has multiple layers... But guess what, the map is only 17k Coppers. It takes over 20 minutes with a good run (very few mistakes) and yet its smaller than this map.

I'm not saying that trees are the 1 and only reason that it is like this. Certain blocks just take more coppers/produce more lag. But I'd say that trees are the #1 reason that you get huge map sizes and lots of lag in maps like this. A few tree decorations here and there are fine with me, but when you put a whole bunch together in one space all hell breaks loose. :@ I'm not asking to never use trees, just plz try to use less of them and spread them out more ;) The trees on this map cause so much lag that it was unplayable for me :( Please take this in consideration for your next maps cuz I love playing them (y)
 FT»Osaka writes ... 18, Apr, 2013  
Taro, I have an i5. It's not water, trust me.
 Taronium writes ... 18, Apr, 2013  
Just because people can't contain themselves and use them reasonably doesn't make the trees bad. I could do without them, but I also really enjoy them at times. Better than just the sheet forest. However, I noticed the worst processor ballast is actually the water. If only one bit of water is present even my machine starts stuttering with Depth of Field replays and the likes and it already starts at medium reflections.

I wonder if the engine itself should not receive some more attention altogether?! 8-|
 gado writes ... 18, Apr, 2013  
gawd.. I actually don't read these, they're all so long :$
this one is shorter and funny :d made me laugh :p
 Thrawn«¦ writes ... 18, Apr, 2013  
marti says:
it's about the 3d ones, thrawn :)
I don't have any issues, but I got kind of a gaming pc so yeah... I can imagine them causing trouble, though. I mean, there must've been a reason for nadeo not supporting 3d trees in canyon up till now.


Still, the leaves are not 3D - the trunks are =p That's what I meant ;)
 SPIDER writes ... 18, Apr, 2013  
My pc is airborn^^ =p
 FT»Osaka writes ... 18, Apr, 2013  
I'm not going to enter into technical stuff about processors and how they can overheat, what I can bring you is easy numbers in mapsizes which APPARENTLY you have read and understood before:
D25: 73k+ Coppers, 25fps
Speedmapping: 27k+ Coppers, 10fps

We're talking about fluent gameplay at around 5 times the limit you said. I know what I'm talking about, that's why I say that you should have re-read the post. There weren't any trees in D25. Not a single one. And TM trees are known for their remarkable ability to fuck everything up. You talk about 1+1=2? There isn't anything clearer than this.

And a little note about computer cooling: When your box is about to lift off from the amount of air moved, that means the fan is working. Simple as that.
 SPIDER writes ... 17, Apr, 2013  
Your answer sounds a bit irritating "did i step on your toe =p ?, i don´t argue i am just say my opinion and what i think, from my own experience, maybe you are right but that sounds wrong in my ears... ;) That sounds strange but the trees are very heavy as you say, maybe they show wrong weight ?
I tryed the track 12 fps at max settings unplayable.. =p
between 120 down to 38 fps at lowest settings :$

Editor warning after 15000 weight and eyebos map is 27000, almost twice the limit..

Editor says:
Your map may cause performance issues when played with lower end computers.
Pay attention to the top right indicator to help you increase the performance of your maps.


ofc. i read the blog 8-|
1 + 1 =2 :cool:

what system do you have ?

Only to high temp can destroy your graphic card, right ?
graphic to warm = the fan is terrible or the paste is bad applied.
 FT»Osaka writes ... 17, Apr, 2013  
SPIDER says:
First of all !!! not read blogs ?? :-w wait, the first thing i look at when login on mx XD :p

You cant burn your graphic card for to heavy trees thats make no sence !
and if you think you did that becouse of the trees in some games, your pc was weak or you have bad cooling.
Noo wait, it´s just the last thing bad cooling. To HEAVY graphic just make the pc lag "or should do :$ ", not kill your graphic card.

Solutions
Don´t download tracks over 15 000 in weight THEN ;)
To the builders: don´t use to many of those trees i your track, pace your self (y)
Find your weight level for your pc ;) and Ofc: they are heavy they are 10 x bigger than the other trees =p

SpeedMapping = 27693 weight (at 18000 its get gellow i think and at 20 000 the weight meter starts to get red ) = dont play it if you can´t handle it ;)
play maps like this http://tm.mania-exchange.com/s/tr/29271
beautiful simple and fun (y)


I suppose you haven't read my blog then. D25 is around 74000 coppers (a bit less). I've played it. Fluently. And even have a time on it. But it ain't got dem treez.
And if you think you can't burn a graphics card from heavy mapping, you have clearly never had a lower end PC. My desktop got it's GFX card CLEANED UP from a rally track, and I play TMUF on PC2. Reason? Trees. Always the trees. And don't come around here talking about cooling because with the fans at 100% and a very cold room, nothing ever overheats there. I'm talking cores working full bent for hours on end and never going past 50C. So yeah. Read the blog, understand it, and THEN comment.
 SPIDER writes ... 17, Apr, 2013  
First of all !!! not read blogs ?? :-w wait, the first thing i look at when login on mx XD :p

You cant burn your graphic card for to heavy trees thats make no sence !
and if you think you did that becouse of the trees in some games, your pc was weak or you have bad cooling.
Noo wait, it´s just the last thing bad cooling. To HEAVY graphic just make the pc lag "or should do :$ ", not kill your graphic card.

Solutions
Don´t download tracks over 15 000 in weight THEN ;)
To the builders: don´t use to many of those trees i your track, pace your self (y)
Find your weight level for your pc ;) and Ofc: they are heavy they are 10 x bigger than the other trees =p

SpeedMapping = 27693 weight (at 18000 its get gellow i think and at 20 000 the weight meter starts to get red ) = dont play it if you can´t handle it ;)
play maps like this http://tm.mania-exchange.com/s/tr/29271
beautiful simple and fun (y)
 XT»Marti writes ... 16, Apr, 2013  
it's about the 3d ones, thrawn :)
I don't have any issues, but I got kind of a gaming pc so yeah... I can imagine them causing trouble, though. I mean, there must've been a reason for nadeo not supporting 3d trees in canyon up till now.
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