Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Bryan See on April 11, 2009, 09:04:33 am

Title: Maximum asteroid number increase build
Post by: Bryan See on April 11, 2009, 09:04:33 am
I did some minor changes in the asteroid code, this is my first build. It has the asteroid limit increased from 256 to 1024+ (32768), as supported by Starforce (see http://www.hard-light.net/wiki/index.php/Feature_Requests#Maximum_asteroid_number_increase). However, I'm unable to use depth culling (and possibly geometry instancing, which is available in DX9 and higher) to reduce rendering load. Furthermore, I can't fire weapons (lasers and missiles).

It will be better if some of you could examine it and give suggestions. Or you can take a poll on what do you think of it.

http://rapidshare.com/files/220084456/fs2_open_BryanSee_04-09-2009.7z.html
Title: Re: Maximum asteroid number increase build
Post by: karajorma on April 11, 2009, 10:05:59 am
You've probably run out of objects.
Title: Re: Maximum asteroid number increase build
Post by: Aardwolf on April 11, 2009, 08:34:44 pm
Also the lack of any "bad" option in your poll is kind of ... bad.
Title: Re: Maximum asteroid number increase build
Post by: Commander Zane on April 11, 2009, 08:48:12 pm
:wtf:

Why would you want moar asteroids?
Ever look at the first mission of Transcend? Framerate = dead.
Title: Re: Maximum asteroid number increase build
Post by: Dark RevenantX on April 11, 2009, 08:53:34 pm
My video card can handle it, but then again it can also handle GTA 4...

Anyway, a quick but sloppy increase like this (object count limit bug) is a start, I guess.
Title: Re: Maximum asteroid number increase build
Post by: Aardwolf on April 11, 2009, 09:37:29 pm
No, a quick and not-sloppy increase is a start. This, on the other hand, will probably need to be done over from scratch.

Anyway, I like the idea of being able to have more asteroids, but the system needs more work than just increasing some constant.
Title: Re: Maximum asteroid number increase build
Post by: chief1983 on April 11, 2009, 09:59:54 pm
Yes, there is a 1000 object limit, so if you put 1024 asteroids in a mission, it would only be showing 1000 - 1 (for you) - anything else specified in the mission probably.  Creating new weapon objects wouldn't happen.  You'd need to be increasing several other limits at the same time, and a lot of times these limit increases break other things you might not expect them to.  Also, did you ever compile a build without NO_DIRECT3D?
Title: Re: Maximum asteroid number increase build
Post by: Zacam on April 12, 2009, 12:15:01 am
And while providing a build is good to give the less technical something to test, some DIFFs of the code changes are still an essential factor to any thing you want to gain attention to.

Without a DIFF, nobody knows exactly what you have done, and it is entirely possible there may be a more efficient or less problematic or more compatible way of achieving the same results.

Now, if you already included DIFF's in the download, I apologize, but I have not actually downloaded this, and I don't plan on doing so. I do however look forward to what you come up with in the future. So long as DIFF's are included.
Title: Re: Maximum asteroid number increase build
Post by: blowfish on April 12, 2009, 12:21:25 am
Just out of interest, did you do anything other than bump MAX_ASTEROIDS?
Title: Re: Maximum asteroid number increase build
Post by: Bryan See on April 12, 2009, 04:36:55 am
Yes, there is a 1000 object limit, so if you put 1024 asteroids in a mission, it would only be showing 1000 - 1 (for you) - anything else specified in the mission probably.  Creating new weapon objects wouldn't happen.  You'd need to be increasing several other limits at the same time, and a lot of times these limit increases break other things you might not expect them to.  Also, did you ever compile a build without NO_DIRECT3D?

No. But I'm still going to replace the D3D8.1 with D3D9/D3D9Ex, with D3D10/11 in the future.