Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Bobboau on June 10, 2004, 12:35:03 am
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faster framerates shall be the answer
http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_6-10-04.zip
shooting the hell out of a capship will no longer result in framerates of 2.1
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Ooooooooh! Downloading now! :)
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Is it generally faster in-game or only at explosions?
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Not explosions, the damage decls effect the Bobboau is working on....
This one doesn't seem to slow down, but I get a funny 'intersecting poly' effect with the decals themselves, which flicker because of it, and it CTD without error after about 2 mins :(
Edit : Hold 2 mins on that, had something turned on that I shouldn't have had :(
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Oh, enlighten me:
Do I need to download something else in order to make this build work for what it was made for?
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I think you need to get hold of the decal images themselves, they were with earlier builds iirc. Other than that, what it does is leave marks on hulls when shots impact with them, making a ship look more beaten up as it gets more damaged.
Still getting the flickering alas, though the CTD doesn't seem to have repeated itself :)
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Does the most recent MediaVP contain them?
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No it doesn't. The MediaVP only has stuff for 3.6.
This and everything in the works right npw are post 3.6.
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So I don't have them. I disable particles by default because they disturb me in my aiming.
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Um... right.
Look for a thread Lightspeed made with the new decal images. But since they are Targa's you will probably have a slowdown.
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Ugh, this build keeps crashing for me, things will go smoothly for a while until something gets damaged. Then it will freeze for a few seconds before CTD. :mad:
Bigger impacts still flicker, the small ones caused by fighter guns are okay.
Is there a flag I'm supposed to turn on?
Mods:
3.6 Media VP
LS's Fighter Shinemaps and Textures
LS's Aeolus and Rakshasha texture upgrades
LS's impact effects
Flags:
-spec -glow -pcx32 -jpgtga -query_speech -bobshield -decals -fov 0.45 -allslev -query_speech
PC specs:
AMD 1800+
512MB RAM
GeForce Ti 4200, driver ver 60.85
SB Live 5.1
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Bobb, one of those random thoughs....
Would it be possible to use this same code to place a more permanent, larger damage decal on the hull when a subsystem is destroyed?
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CTD = Crash to Desktop?
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Generally, yes.
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Either that or "Crap! Try Debugging".
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:lol:
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LOL
I don't know if Bobbaou saw my earlier post, or whether it's such a stupid idea he didn't bother answering, but I'll ask again, cos it would actually be quite cool to have ;)
Basically, would it feasible to have, using the decal code, larger damage decals that are placed on the hull where subsystems/turrets were, once those subsystems/turrets are destroyed? So when a missile launcher blows up, it leaves damage marks on the hull where it was? These would probably need to be more or less permanent, but there shouldn't be more than 10-15 per ship?
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Originally posted by Flipside
Basically, would it feasible to have, using the decal code, larger damage decals that are placed on the hull where subsystems/turrets were, once those subsystems/turrets are destroyed? So when a missile launcher blows up, it leaves damage marks on the hull where it was? These would probably need to be more or less permanent, but there shouldn't be more than 10-15 per ship?
Sick of making damage models? :D
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Originally posted by Flipside
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Basically, would it feasible to have, using the decal code, larger damage decals that are placed on the hull where subsystems/turrets were, once those subsystems/turrets are destroyed? So when a missile launcher blows up, it leaves damage marks on the hull where it was? These would probably need to be more or less permanent, but there shouldn't be more than 10-15 per ship?
Would make FS2's damage model more realistic, but it would cause a serious slowdown on slower machines.
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Originally posted by karajorma
Sick of making damage models? :D
LOL Yep ;)
Seriously though, damage models are ok for larger subsystems, but I think most turrets just vanish when you destroy them, since Geomodding is not an option, I thought this might help to add to the effect of damage ;)
TopAce, I wouldn't really have thought there would be that many destroyed subsystems in game at one time?
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I meant turrets, too
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Hmmmmmmm... Well, I still don't think it would be more than about 100 at absolute maximum for the entire level, I could be wrong though.
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That's sure there won't be more than 100 destroyed turrets on screen simultanously. Why 100?
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that could be done with a trivial amount of work, and would cause no more slowdown than the decal system in general.
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:cool: That would be awesome if it could be! :)
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Go ahead. I guess you will need an artist to do it as well.
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I got one problem with the build, impact explosions dont show up, is there anyway to fix this?