Author Topic: Asteroid Field Improvements Attempt (Images)  (Read 11939 times)

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Offline rambler

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Asteroid Field Improvements Attempt (Images)
I'm not sure that it is a simple "hard" number when collision starts breaking; probably other factors involved...

I'm running "A place of chariots " with asteroids bumped up to 500. It would be great to get this working as 500 small asteroids can get close to looking like being in a planetary ring.

At first, some asteroids can be destoyed while others have no weapons collision detection. The first wave of ships can be destoyed but then the second wave cannot. However, the AI hostile ships seem to be able to destroy my wingmen while my wingmen cannot damage the hostiles. Missiles always seem to work though...

This is really weird. I've put code so that the target display dumps the object structure as you target them. All values seem reasonable even for objects with no collision detection...

Debugging is now reduced to scattering Asserts all over. Maybe it's time to bring in BoundsChecker...

 

Offline DTP

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Asteroid Field Improvements Attempt (Images)
ok, i just ran a 500 density asteroid mission. using my own build beta 0.3.

what i did was i opened the missionfile in an text editor, and set density to 500. My guees is i could set it to 2048, since i have not changed max asteroids.

and that should work, and give you the collision erros. right ?.

and now the weird stuff. my weapon collision where working.

which leads me to beleive, either i fixed something in relation to this when doing my earlier builds.

OR

when framerates are below those worst case 5 frames pr second for more than 1 or 2 seconds, then the collision code starts acting wacky, the worse the frame rates, the worse the collision errors.

I ran this on a Debug build hoping to get some debug msgs output to the debug spew window, but got an error on the linking so no debug info regarding PAIR_STATS where outputted.

My frame rates where near 5, but never actually got below 6 frames pr second.

Something i will test in that 399 ships + one demon mission i made earlier. making ships leave one by one until collision starts working again. and then reading out if the FPS is below or over the magical 5 frames pr second.

There are actually checks in the objcollide.cpp if framerates are below 5 fps.

my system is top tuned and is a AMD K7 Thunderbird 800 mhz 128 MB of 133 mhz SDRAM with a GF2MMX card.

and i had them moving at the default speed at 120, now that is funny :). but in a multiplayer mission, only one type of asteroid is allowed :(.

so kazan,

you could you send me your excuteble + that mission(campaign) of yours, to let me test if this realy is a hardware matter.

direct it at [email protected]

btw here are some pics.




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Offline Kazan

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Asteroid Field Improvements Attempt (Images)
framerates don't appear to be it, because even whemmy framerates were aroudn 30fps it was happening [weapons not collding at all]]


dammit dave, we're BEGGING for help here
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Offline Bobboau

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Asteroid Field Improvements Attempt (Images)
I doubt he is reading this post
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Offline LtNarol

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Asteroid Field Improvements Attempt (Images)
what happened to dave? he got so quiet...

 

Offline Bobboau

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Asteroid Field Improvements Attempt (Images)
probly programing new dance rutines for V/THQ's new Britny Spears console dancing game
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DEUTERONOMY 22:11
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Offline Orange

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Asteroid Field Improvements Attempt (Images)
Hey.. hey.. come on now. Dave's only working on the sequel. He had nothing to do with the original... :D

 

Offline Redfang

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Asteroid Field Improvements Attempt (Images)
Quote
Originally posted by Bobboau
probly programing new dance rutines for V/THQ's new Britny Spears console dancing game

 
I doubt that... THQ is publisher for pretty many game companies, not only for [V].
 
 
 
I think you were being sarcastic, but anyway...

 

Offline Bobboau

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Asteroid Field Improvements Attempt (Images)
yes but 98% of those other developers are making things like spunge bob and rugrats games
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DEUTERONOMY 22:11
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Offline Inquisitor

Asteroid Field Improvements Attempt (Images)
Red Faction 2, I'd guess.
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Offline Bobboau

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well hey, would you look at that, I derailed the topic
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DEUTERONOMY 22:11
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Offline Kazan

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must.... rerail..... topic..... for..... great.... justice.....
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Offline DTP

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Asteroid Field Improvements Attempt (Images)
Rerailing,,,

Ok so it is not frame rates that are causing it.

But my point is that my build with 500 asteroids in one mission, in view and with the default type of asteroids work.

Have you tested of your mission works in a multiplayer mission?

Of course I cant know what you have changed apart from you have listed at the start, but here is what some of what I have changed regarding the hard defines MAX_X, Don’t know how relevant they are regarding the asteroids. Note I have not changed max_asteroids or max_objects.

MAX_SHIPS 400, (means max Individual named ships, and max 400 fighters, max_model_subsystems is to be considered to)
MAX_SHIP_TYPES 200(don’t exceed over or net code will break).
MAX_SHIP_SUBOBJECTS 2100. (average 7 subsystems pr ship multiplied with 400 = 2100).
MAX_ROTATING_SUBMODELS 200 (never figured why this one was so restricted, this could be of interest to the TBP people)
MAX_MODEL_SUBSYSTEMS 200 (somebody’s Death-star wish)
MAX_EXITED_SHIPS   400 (because of MAX_SHIPS)
MAX_SUBSYS_LIST 200 (because of MAX_MODEL_SUBSYSTEMS)
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Offline Bobboau

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Asteroid Field Improvements Attempt (Images)
have you tried disabling you'r new asteroid types, and just bumping up the number of asteroids (just to be sure they arn't the problem)
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DEUTERONOMY 22:11
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Offline Kazan

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Asteroid Field Improvements Attempt (Images)
grr
bobboau- this bug happens with the unmodified source - it happens with the origional executeable, turn the asteroids up to max 256 put some fighters and maybe a capship in, and bang the problem shows up
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Offline Inquisitor

Asteroid Field Improvements Attempt (Images)
Ok, problem postponed.

Release your asteroid code and we can start looking for a root cause ;)
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Offline Vasudan Admiral

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Asteroid Field Improvements Attempt (Images)
Quote
MAX_ROTATING_SUBMODELS 200 (never figured why this one was so restricted, this could be of interest to the TBP people)

is that in one of your releases???
must have....must have....
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Offline DTP

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Asteroid Field Improvements Attempt (Images)
Quote
Originally posted by Vasudan Admiral

is that in one of your releases???
must have....must have....


some of the MAX things are changed. to many to list. but i will, eventually.

im just not telling, so that ppl dont go break something.

anyway KAZAN.

plz read this. this was played with the original fs2.exe file.

If I fly a mission with 256 asteroids. with 12 ships and 1 destroyer to protect. the Weapons collision is working all the time.
---
anybody else please fell free to confirm my findings.

-------
what is your system.
-------
mine is a 800mhz Athlon tbird, GF2 mmx.

All these weapons collision errors happens only when i go near 500 asteroids with an modified exe with 12 ships and 1 destroyer.When the destroyer eventual dies, which i will in a density 500 field. with near normal bounds. then the Weapon collision starts working again.

so i still wonder if this is a hardware specific question.
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Offline Kazan

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Asteroid Field Improvements Attempt (Images)
i've seen this problem in the origional executable, many times, and ages ago [when i was working on Unholy Alliance even]

many different incarnations of my computer the current is

P3 600mhz, Radeon 32 DDR, SB Live! Value, 0.5GigaBytes RAM, ..
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