Also, I have yet to check since you made the fix to the non-square map issue I was having, but I was getting some wicked server lag on 2forts.
Some more changes, try now.
Quote:
And one last thing, I noticed ships doing some really strange behaviour. Occasionally, they will rocket across the water, back to their previous waypoint, and then rocket back to where they were just before they turned on the rocket motors.
Just about to test out a bit, but wanted to mention on ething first: Should we have "Full Clear" as a default? It seems to be a common thing to need to have selected.
I've been thinking about the issues its causing and I've just depicated it. So it's now turned on for good and you can't turn it off.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
Was just wondering how much trouble it would be to add the [Combat]
channel to the logs. Knowing what's been going on in the game would be
handy for dealing with trouble that occurs.
Even if it was an optional setting, for those that still want a minimal log.
Also: more important. Even with the Debug-features turned Off at the
server.xml, the CTRL-G still shows the Square-Counters Grid... which
was supposed to be crippled. You can even test it at the opening display-
screen(where your map rotates while thinking what to do)..
Joined: Sat Dec 18, 2004 7:20 pm Posts: 2015 Location: USA
gcamp wrote:
Quote:
Music, how do we get our music to over ride the default music?
I have a new mod\data\music (my music) new mod\data\landscapes\musicmario.xml In the defn file and I still get the default music playing.
Sorry my fault, should be fixed now.
Thanks.
Now about that fog.. Is it the new physics engine and is there anything you can do to make the fog like it was pre-41? (or at least give more fog to the land?)
Beware the VOID
When in doubt on why your mod broke...
it's all Bobirov's fault.
Now about that fog.. Is it the new physics engine and is there anything you can do to make the fog like it was pre-41? (or at least give more fog to the land?)
I think it's to do with the shaders, do you see if with shaders off?
Also: more important. Even with the Debug-features turned Off at the server.xml, the CTRL-G still shows the Square-Counters Grid... which was supposed to be crippled. You can even test it at the opening display- screen(where your map rotates while thinking what to do)..
Fixed. Note: This is only disabled for online games, local games (or menus) don't disable these features.
Joined: Sat Dec 18, 2004 7:20 pm Posts: 2015 Location: USA
gcamp wrote:
jdog wrote:
Now about that fog.. Is it the new physics engine and is there anything you can do to make the fog like it was pre-41? (or at least give more fog to the land?)
I think it's to do with the shaders, do you see if with shaders off?
Yup, turning off Gl Shaders and the fog is back to its old self.
Beware the VOID
When in doubt on why your mod broke...
it's all Bobirov's fault.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
gcamp wrote:
Thrax wrote:
Also: more important. Even with the Debug-features turned Off at the server.xml, the CTRL-G still shows the Square-Counters Grid... which was supposed to be crippled. You can even test it at the opening display- screen(where your map rotates while thinking what to do)..
Fixed. Note: This is only disabled for online games, local games (or menus) don't disable these features.
Ah.. s'pose I shoulda considdered that.. still looked pretty funny
making the rotating start-screen do tricks..
I try to keep as up to date as I can with the servers I have up.. so that
all these things can be tested. As soon as DS gets back, players should
be able to join. Are there any features that aren't used in the default
mod that should be put thru thier paces?
Yup, turning off Gl Shaders and the fog is back to its old self.
Yeah, looks like I've messed up the fog in the shader version. I'll have a go at fixing it soon, but I don't really want to mess too much before the release if you think that is ok.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
gcamp wrote:
Thrax wrote:
Are there any features that aren't used in the default mod that should be put thru thier paces?
Targets that fire and that can be destroyed I guess.
heh. destroying them is easy enough. making them fire is a bit harder..
I don't see any accessory options for firing the shot from a
group-type object, only one's for Targetting Group-types.
Is there something i'm missing?
oh.. and it may have been lost at the bottom of the pile. But while
working on roof-mod a bit, i was wondering if my Roof-Deform idea
ever got mulled over? Making more stalagmites, or blasting them away.
Joined: Sat Apr 24, 2004 6:52 am Posts: 1393 Location: Florida, USA
gcamp wrote:
Bobirov wrote:
Also, I have yet to check since you made the fix to the non-square map issue I was having, but I was getting some wicked server lag on 2forts.
Some more changes, try now.
Seems better now, not even getting the warning message most of the time now, only occasionally.
However, I noticed something strange with fuel while I was checking out the map. I tryed to fuel across one of the roads (not the bridge) like I used to and ran into a problem. It seems that the pathfinding isn't trying to go around water hard enough. Just looking at it, it looked like the movement area (the highlighted area) was correct. But when I clicked to move, my player just tryed to run straight across the water instead of following the road like it used to. Using a shorter range fuel, it seems to want to go around the water a bit more, but even then it winds up running into the water line. And if you have movement restriction on, it stops your move.
It used to just go around the water just fine and not run into it and stop mid-move. Not sure what has happened. But it needs to avoid hitting the water if it can help it.
Joined: Sat Apr 24, 2004 6:52 am Posts: 1393 Location: Florida, USA
gcamp wrote:
Bobirov wrote:
I'm not real sure what to do about it, I tryed for at least a good hour to change up settings and see if I could find what exactly causes the massive performance hit, but I could not. I haven't built the latest changes though, its possible this has mysteriously cleared up.
When it happens could you turn on state time logging so we can see what is taking up all the time. It clears up when you start a new game, is that a new map or a completely new game?
Had exactly one occurance of this so far since then. Framerate wasn't as bad as it was in previous builds but still less than half what I normally see on the map. This was on 2forts from OpScorched. Here are snippets of what I normally see on the map and a shot of what it looked like when the FPS was unusually low. Only thing that jumps out at me is the 'RenderTargets3D - Draw' part is more than double what it was in the normal FPS shot.
The map is pretty rigidly defined, it doesn't change very much from load to load. Even the trees use mask placement so their numbers and placement don't change a lot. So there really shouldn't be a reason for the framerate to differ so drastically.
Attachments:
File comment: Normal FPS on 2forts 2fortsnormfps.jpg [ 128.98 KiB | Viewed 563 times ]
File comment: Unusually low FPS on 2forts 2fortslowfps.jpg [ 126.51 KiB | Viewed 563 times ]
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
Bobirov wrote:
The two sentry guns on 2forts are targets that fire. They seem to work alright, for what its worth.
Not quite. They are pre-placed Ai's; they fire as a bot-tank.
I'm meaning a way to have a floating object in space fire a shot 'event'
randomly like the standard meteors or lightning.
Or to fire off a weapon-add-target to create a dummy object to do
like-wise; fire randomly as an event. I thought this was what gavin
added capacity for this time around.
Not as an Ai-type, or a Remove-action.
When I discovered that boids couldn't be made intelligent, gavin told
me to try it as an event. This what I thought he meant.
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