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Dukeplus: adjustments to reduce generated sprites?  "to avoid the too many sprites spawned crash"

User is offline   stillTodd 

#1

Hey all! I'm trying to play Operation Get Bike Back 2 using DukePlus. I've turned off everything in the Effects section of DukePlus that might spawn additional sprites.

I'm doing some testing in god mode, to more quickly get to the section of the map where it's pretty much 100% able to be recreated on demand. Are there any console commands that might be useful to try?

This post has been edited by stillTodd: 12 February 2025 - 11:33 AM

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User is online   ck3D 

#2

That map uses all of the available sprites a map can have and was just barely optimized to run in the base game without crashes. It's never running in any mod that adds sprites to the drawing board, and will be all the likelier to crash if going around with God Mode on and triggering everything without progressively deleting enemies/items like one would in normal circumstances. It's one of the heaviest maps ever made for this game.

(It also will break if opened in Mapster with expert mode off)

This post has been edited by ck3D: 12 February 2025 - 01:23 PM

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User is offline   Danukem 

  • Duke Plus Developer

#3

View PoststillTodd, on 12 February 2025 - 11:33 AM, said:

Hey all! I'm trying to play Operation Get Bike Back 2 using DukePlus. I've turned off everything in the Effects section of DukePlus that might spawn additional sprites.

I'm doing some testing in god mode, to more quickly get to the section of the map where it's pretty much 100% able to be recreated on demand. Are there any console commands that might be useful to try?


Realistically, the only way you are getting a map near the hardcoded sprite limit to run reliably without crashes in a mod like DukePlus that adds sprites, is to open the map in the mapster editor and manually delete some sprites. I have not looked at the map but it probably has thousands of decorative sprites (like shrubbery etc). If you deleted about 500 then that should be enough to prevent crashes (that's only an estimate though, the actual number could be lower). If you do that, understand that you are not playing the map as intended and the level designers probably wouldn't want you to post a video of it or even screenshots of the map in that state, and they certainly wouldn't want you to distribute the modified map.
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User is offline   Aleks 

#4

Yeah the map will break if opened and saved in Mapster without the expert mode and auto-"fixing" sprites. If you really want to try that, run it in DukePlus on CGS and type DNDEBUG, then open the created debug.map just to see how many sprites are actually there at map start.
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User is offline   stillTodd 

#5

Thanks for the helpful suggestions. I hadn't considered deleting sprites using Mapster. If I do, I'll definitely not distribute it in any fashion, including making any gameplay video :)

It looks like a really awesome map just from the small amount of gameplay I've experienced!
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User is online   ck3D 

#6

To be sure to be clear, as little as loading the map into Mapster without expert mode on will break it (in ways that are not observable until you get stuck in-game), so you'll have to be careful about turning it on and only then loading the map. This actually isn't an easy to cut map, it's optimized with most every decorum also serving as a potential platform since we really needed most sprites for practical use so most any leeway is already gone. The only pieces I can think of that would be fine to trim out without a major effect on gameplay would be the giant martian crane and/or the big alien pyramid (which once was possible to get inside of, but that was cut). Then maybe some of the floating benches at the cinema (not the ones next to the cubes), and wall text. Or you could run a script/special function that would delete all instances of the little flame under the hovering stuff, I haven't looked in a while but we're probably still using a couple of hundreds of those.

This post has been edited by ck3D: 14 February 2025 - 12:12 PM

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User is offline   stillTodd 

#7

That's awesome information, thank you! I'm pretty close to new with Mapster, but I'll be able to learn that.

I love the hovering flames (shades of Thanos, very cool) but now that I've seen them, I can pretend that they are there. I'll do that and see how far that takes things.

Edit: I need to upgrade a video card in order to play it; some of the really wide open areas slow down once things get heated. This isn't the video card's problem, it's that I need to switch to a system with a faster CPU, and that one has an ancient card. So it'll be a bit. I did figure out at least part of the Mapster script already, at least I know what I want to do conceptually.

Thanks all for the help and advice.

This post has been edited by stillTodd: 15 February 2025 - 03:42 PM

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