Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
gcamp wrote:
Thrax wrote:
After several months of market cycles in v41, I've been trying to find a balance of up's and downs..
I'm hoping the changes for v42 will fix that, it keeps the fractions in the file (and in memory) and just rounds them for the screen.
They're still saved to file and rounded as Ints. no fractions stored. I did try a few more formulas, and found an idea that did exactly balance the price up to price-down. I'm trying it on my mod-servers in v41, and it seems to be doing ok. Instead of trying to cut apart the growth, I use it; The item chosen is increased by the number of matching items, and then Each matching item is lowered by 1. Both sides equal. Multiplying by the market-factor to double or more the growth.. still makes both sides even.
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Unless there's a giant smoke-bomb or a hairy dog-fight going on, water itself is still the largest drain of fps.
I guess that depends on the system, I find trees to be the worst issue on mine. If you look at your stats for no-water and Tattoine there is still a big difference, must be something else.
StateTimeLogging gives a good impression of where all the time is going. e.g. StateTimeLogging=100 in the console (logs every 100 frames).
The difference, is that rather than simply not displaying the water, Tattoine is made without water in the texture. The system does not need to think about whether a tank is Under water for fuel, whether bullets impact water, whether napalm fizzles..etc.
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Example of perspective error in object culling.
I'll have a look at it, but it will be caused by large objects being used on the maps. The object culling is now linked to the landscape blocks (32x32), when a block is culled the objects are also culled. However objects that span mutliple blocks won't get culled correctly. To be more efficient the large objects could be broken into many smaller ones (when making the map), allowing less to be drawn when needed.
Saw someone pick it up few min ago. If it was you, you'll see it yourself.
Not sure how to solve this one then, as some features are intended
to be on-screen permanantly reguardless of perspective or distance.
Quite possibly we've just twisted the engines abilities in ways that
weren't expected, and Definately not the most efficient for those
that simply want lob a bomb.
However, since players find most maps in swars to give them faster fps
than elsewhere, it may be that what we've made isn't totally innefficient.
The difference, is that rather than simply not displaying the water, Tattoine is made without water in the texture. The system does not need to think about whether a tank is Under water for fuel, whether bullets impact water, whether napalm fizzles..etc.
That can't be it, those things are only done during the shot phase.
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Quite possibly we've just twisted the engines abilities in ways that weren't expected, and Definately not the most efficient for those that simply want lob a bomb. However, since players find most maps in swars to give them faster fps than elsewhere, it may be that what we've made isn't totally innefficient.
The idea would be to break the large objects into smaller ones. That when put together still make the larger object. However, I've put in a hack that should make it work.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
gcamp wrote:
The idea would be to break the large objects into smaller ones. That when put together still make the larger object. However, I've put in a hack that should make it work.
Heh. i'd love to try.. but my master modeler's wandered off.
For you, it's coding. If I did it.. then it becomes a hack.
Such as adding the line into the TankAICurrentMove::makeMoveShot
if (totalFuel <= 5) return false;
So they stop trying to use the last fumes repeatedly.
Or testing thier vision by increasing thier totalDistance factor, so that
bots sitting on the other side of the map, aren't shooting lasers straight
up..
Which is the next thing I need to solve... Bots with no other option,
attempt to snipe straight up if they have the weapon.
But as for the map objects, Thanks a ton. They do look correct now.
Maybe when these reworkings are farther along, I'll see about redoing
the maps to not need so much special attention.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
gcamp wrote:
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if (totalFuel <= 5) return false;
Added.
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Which is the next thing I need to solve... Bots with no other option, attempt to snipe straight up if they have the weapon.
Think this may be a rounding issue that may also be fixed.
Wicked. They did look rather silly, sitting there spinning thier wheels.
As long as what we make looks like what I intended, I'll let the graphic
details be worked on by those that can tell the difference. I'd rather poke
and examine the actual game-play aspects.
I get
loslib.o: In function `os_tmpname(lua_State*)':
loslib.cpp:(.text+0x886): warning: the use of `tmpnam' is dangerous, better use `mkstemp'
LUAWrapper.o: In function `LUAWrapper::createScript()':
LUAWrapper.cpp:(.text+0x4c): undefined reference to `LUAScript::LUAScript(LUAWrapper*)'
collect2: ld returned 1 exit status
on linux
"Always do right. This will gratify some people and astonish the rest." Mark Twain
Even Linux's error messages have to be different. LUA. Am I missing some components?
I got the same thing.
I get loslib.o: In function `os_tmpname(lua_State*)': loslib.cpp:(.text+0x886): warning: the use of `tmpnam' is dangerous, better use `mkstemp' LUAWrapper.o: In function `LUAWrapper::createScript()': LUAWrapper.cpp:(.text+0x4c): undefined reference to `LUAScript::LUAScript(LUAWrapper*)' collect2: ld returned 1 exit status on linux
Even Linux's error messages have to be different.
Scorched 3D: Mountaintop Removal at its finest!
Last edited by Deathstryker on Tue Jul 01, 2008 12:43 am, edited 1 time in total.
I've added some scripting support for the weapons. Something I've been wanting to try out. Should allow very complicated weapons without having to put thousands of xml tags in.
Have a look at the definition for the "Test Script" weapon in the accessories.xml file. This basicaly says call script data\lua\accessories\test.lua starting with function runWeapon, and defines a global variable testvar1 as a test.
If you look in the script file it should give you a general idea of what the idea is. This script file currently has a whole load of testing functions in it.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
gcamp wrote:
Sorry forgot to add some files to the server.
I've added some scripting support for the weapons. Something I've been wanting to try out. Should allow very complicated weapons without having to put thousands of xml tags in.
Have a look at the definition for the "Test Script" weapon in the accessories.xml file. This basicaly says call script data\lua\accessories\test.lua starting with function runWeapon, and defines a global variable testvar1 as a test.
If you look in the script file it should give you a general idea of what the idea is. This script file currently has a whole load of testing functions in it.
giggle.. more complex weaponry? you know me so well. I'll definately be burning this one to it's limits.
Anything that can let me cut my thousand-line weapons to much
smaller is a thrill to explore.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
I have a side question that isn't really related to code, play, or graphics.
In the mod of merge, there is a weapon that refuses to be added to the
stats-SQL base, although kills are still attributed to it.
It's name is simply Jack-Hammer, no special chars or anything.
I've blanked and reset the stats a few times over ther years, yet the
same weapon refuses to be stored while more oddly named weapons
are. What could be causing this?
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