@chrono for the sake of what you believe in, dont ignore this, i will just show an example screenshot i just took on the page of another brower game.
most bad computers dont load modern and new maps in warmerise because of similar issue, the same goes for new browser games.
Rush Team is as old as Warmerise and is graphic-wise equal.
I mean... it's clearly your rig (PC) that's the issue here. Go with the times and upgrade it. I don't see why the majority of users - who have no issues at all - should suffer because of your outdated hardware. My laptop is from 2017 - no issues whatsoever.
The map loads much more slowly than it did the last time. I'm not sure if it's my fault, but the first version loaded in thirty seconds, when the new one takes a minute or so. I guess there are too many destructible walls for it to load, so perhaps you could change it to use a different block texture to show that the stone brick wall is still breakable while the others are unbreakable...
but isnt it possible for chrono to just change the map into a bit lower quality or something? or to use models that are supported for bad computers or stuff like that, with this everyone can play the map which functions the same as the first version, but it would run for everyone. (idk correct me if im wrong)
helloaszzz said:ah then i guess it just makes more sense now, because people say it takes long time but the map loads for them and as you just said about the destructable objects, chrono said he increased the number of these objects, so i guess thats the reason now. but i guess for weaker computers like mine it doesnt load since it cant handle it, or maybe it would take from like 30 minutes to 1 hour to load. lolThe map loads much more slowly than it did the last time. I'm not sure if it's my fault, but the first version loaded in thirty seconds, when the new one takes a minute or so. I guess there are too many destructible walls for it to load, so perhaps you could change it to use a different block texture to show that the stone brick wall is still breakable while the others are unbreakable...
helloaszzz said:Its the number of objects in the scene. When I make something destructible, it needs to have more meshes. I'll probably have to rework my materials system to make cracked stone blocks a texture change rather than a new mesh.The map loads much more slowly than it did the last time. I'm not sure if it's my fault, but the first version loaded in thirty seconds, when the new one takes a minute or so. I guess there are too many destructible walls for it to load
Zentorno said:This isn't a webgl2 issue. If it was, you wouldn't be able to load any maps at all, and the game probably wouldn't even start for you. I see your concerns, I'm not ignoring them, and optimizing the map is something that I've already said I will be doing. However, I cannot guarantee my map works on every computer, especially one that doesn't support a 12 year old rendering technology. You can check again with future map updates, but keep in mind that your computer isn't getting any younger, and this problem is just going to become more common in the future.@chrono for the sake of what you believe in, dont ignore this
Just published a replacement update that I'm calling Version 2b.
Version 2b pending
Adjusted layout to block spawn sightlines
Optimized meshes to reduce loading time (ver. 1 was 13 seconds, ver. 2a was 59 seconds, ver. 2b is 16 seconds on my PC)
fixed lighting bugs
At this point I'm not sure how else I can optimize the map while keeping the original vision. The sound issues are coming from the way destructable objects are destroyed. When damage is dealt to a lot of objects at once, the server seems to iterate through all of them and break them one at a time, so the audio appears to repeat itself as each tile breaks. This doesn't happen when testing locally, so I didn't realize it would be an issue until it went public.
There's probably not much that you can do. The server has to synchronize destructable objects, so that other players see them as "destroyed" as well. It works well when you use them sparsely. I doubt Max ever considered seeing players making spleef maps (or maps with such an absurd amount of destructable objects) when he invented that feature.