Author Topic: Asteroid Field Improvements Attempt (Images)  (Read 11935 times)

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Offline Kazan

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Asteroid Field Improvements Attempt (Images)
apparently
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Offline Inquisitor

Asteroid Field Improvements Attempt (Images)
Oh, excellent. Sorry, asleep at the switch on that discussion :)
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Offline Kazan

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Asteroid Field Improvements Attempt (Images)
hehe
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Offline DTP

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Asteroid Field Improvements Attempt (Images)
hmmm, i`m getting the same kind of problem when i put to many ships in a single mission like 398 fighters and 1 demon. what are your frame rates?.  

collision and weapon damage(i assume some form of collision dont work here) is not working until i order all the fighters 1to leave.

It may be depending on hardware vs frame rates. Well just my idea.

regarding reading out FPS.

in freespace.cpp

you will find this
#ifdef RELEASE_REAL
   int   Show_framerate = 0;
#else
   int   Show_framerate = 1;
#endif

change 0 to 1, ofcourse. as if you did not know :)

but Maybe tampering with one of the MAX_X

will solve this.

Glancning at

#define MAX_PAIRS 8000

MK does comment this regarding a mission with an asteroid field.

or MAX_FRAME_COLLISIONS 5. dont know how to understand this one.
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Offline Kazan

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Asteroid Field Improvements Attempt (Images)
i tried increasing max pairs, didn't have an effect [maybe i didn't increase it enough? i quadrupled the max object count... hmmm]
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Offline Kazan

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Asteroid Field Improvements Attempt (Images)
increasing things didn't help

here are the Framerates i got
Max: 30.0 fps [looking at nothing but background], it appears to be the highest framerate FS2 will produce, *shrug*i often average 70 fps in Unreal Tournament at 1024x768 high detail

Min: 5.4 fps [looking down the major axis of the asteroid field, with a NTF asteroid base in view]
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Offline LtNarol

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Asteroid Field Improvements Attempt (Images)
well, a suggestion to make it more realistic: edit the source so that when any asteriod is destroyed, it references 2 other asteriods to be spawned by refering to the asteriods tbl.  This will allow someone to create very realistic spawns by having the 2 spawned asteriods as peices of the larger asteriod :nod:

and i do realize that you have to get the basics working first, but this is just something for you to look at as a possible goal eventually :D

 

Offline Kazan

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Asteroid Field Improvements Attempt (Images)
that's already how it works
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Offline LtNarol

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Asteroid Field Improvements Attempt (Images)
Quote
Originally posted by Kazan
that's already how it works
in that case we need someone to replace the current asteriod models with more appropriate ones

 

Offline Bobboau

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Asteroid Field Improvements Attempt (Images)
have you tryed giving asteriods a quicker colision detection, like using the radius for them and just seing if something comes within that distance of the center of the rock, most of them are fairly shpereoid
also try slowly racheting up the asteroid count untill one of the problems start
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Offline Kazan

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Asteroid Field Improvements Attempt (Images)
physical ship to ship collisions work, but no weapon collisions work
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Offline Bobboau

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Asteroid Field Improvements Attempt (Images)
isn't there weapon<->asteroid colision spesific code
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Offline Kazan

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Asteroid Field Improvements Attempt (Images)
it's not just weapon-asteroid

it's weapon-anything


and if i decrease the number to 150 the problem goes away
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Offline Bobboau

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Asteroid Field Improvements Attempt (Images)
what happens at 151 ?
everything break, or just some things
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Offline Kazan

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Asteroid Field Improvements Attempt (Images)
it was a rought number - i don't know the exact number at which it breaks
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Offline Bobboau

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Asteroid Field Improvements Attempt (Images)
it might be easier to find what max value you're over shooting if you know the number of asteroids at wich it breaks
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Offline Kazan

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Asteroid Field Improvements Attempt (Images)
it's dependant on TOTAL objects in the scene, not just asteroids
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Offline Fineus

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Asteroid Field Improvements Attempt (Images)
Hmm - Whilst I admit to knowing nothing of this sort of thing, would it be easier to re-write the code so that a weapon fired always hits when it collides with an object? I can't see a reason for it not to hit. And it makes things a lot easier than guessing the number that will be a balance between hitting and the number of objects on the screen etc... Especially if we're going to be upping the poly count, model on screen number etc....

But meh - I know nothing.

 

Offline WMCoolmon

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Asteroid Field Improvements Attempt (Images)
What about jump nodes, though?
-C

 

Offline Kitsune

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Another idea for asteroid variants.
Would it be possible to add in another style of asteroids?

This one being a nebular type field, but instead of taking up the whole screen and battlefield it would be limited to the same bounding box that you would assign a regular asteroid field...

This way you could have missions that are on the fringes of a nebula instead of in the smack-middle of it.
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