Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Bobboau on February 26, 2004, 11:40:27 pm
-
yeah! (http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_2-26-04.zip)
glowpoints fixed and turret zbuffer fixed
-
I tried looking at some glowpointed ships in the techroom and that is looking great now. There are some new problems though. It does not recognize the -htl command line (gives an error about it), so I am not sure if it runs in HTL or not. Also, the initial loading time (when it's in the SCP splash screen) seems to be a lot longer than before, although the memory usage is very good and close to what it used to be in the original game.
-
htl is on by defalt now, so you have to turn it off it you don't want it
-
So I can uncheck the -htl command in the launcher?
-
yeah
-
So is the HTL deactivator tag something like "-no_htl"?
Later!
-
something like that
-
I just noticed something else by the way. Try looking at the Hygeia in the tech room; it is covered with a bright blue tint everywhere and looks really messed up. I couldn't find any other ships for which this happens. This is new to this version though, since it does not occur in the one you posted in that shinemap thread.
-
Erm, I also dont see any of the movies playing... The screen switches as though its going to do so, then the emovie just... doesnt happen.
--Rga
-
If this is a Bob build then movie code wont work.
Couldnt you try and fix that Bob, it doesnt seem to happen for anyone else?
-
you might want to get RT newer launcher. I think it has all that stuff with -nohtl fixed.
-
holy $ht! look at that frame rate. its up to 90. you outdid yourself that time bob. it drops to about 60 when looking at stuff with alot of textures on it. and thats with a skybox with 6 2048 textures 8 fighters, 3 criusers and a 'vette. you do get a brief slowdown whenever you look at new textures though.
-
Theres still a slight bit of bumping around with that skybox, when you select targets, but the turrets work fine now, thanks Bobb :)
-
Performance:
COMPARISON:
20_01 build - light blue = better performance, dark blue = worse performance
new test build - yellow = better performance, red = worse performance
Polygons & Textures
(using the standard texture code (tick box not checked))
Detail - 1:
85 FPS | 85 FPS
Detail - 2:
44.3 FPS | 42.5 FPS
Detail - 3:
42.5 FPS | 42.5 FPS
Detail - 4: (Insane amount of polies on screen)
28.3 FPS | 28.3 FPS
ANI performance
Low Use:
min: 85 FPS | 85 FPS
max: 85 FPS | 85 FPS
avg: 85 FPS | 85 FPS
Medium Use:
min: 85 FPS | 85 FPS
max: 85 FPS | 85 FPS
avg: 85 FPS | 85 FPS
High Use:
min: 42 / 35 FPS | 42.5 / 30 FPS (swapping, new build is on 42.5 most of the time though, average is better)
max: 85 FPS | 85 FPS
avg: 42-35 FPS | 42.5 -30 FPS
Weapon Effects
(using the standard particle rendering)
Low:
min: 85 FPS | 85 FPS
max: 85 FPS | 85 FPS
avg: 85 FPS | 85 FPS
Medium:
min: 85 FPS | 85 FPS
max: 85 FPS | 85 FPS
avg: 85 FPS | 85 FPS
High:
min: 61 FPS | 85 FPS
max: 85 FPS | 85 FPS
avg: 75 FPS | 85 FPS
Result:
Good speed, overall an improvement over the 20_01 build.
Could you please include an ambient multiplier command line though, to user-set a multiplier of the ambient? (-amb 0.0 = no ambient, -amb 1.0 = full ambient, -amb 0.5 = 50% ambient brightness, etc)
This is really necessary as the current ambient (original one) makes it look tons worse. The command line would really, really be appreciated.
Thanks in advance (i'll revert to 20_01 till the ambient is sorted).
On a side note, there's an odd bug with the new build: explosions on hulls (missile hit etc) have really odd looking intersections with the hull - i'll post a screenie later, it looks like some... stairs, and in some cases like little triangles.
-
Oh, forgot to add:
You seem to be using the new code for rendering lasers (which is also causing the speedup, so it's a good thing).
It looks slightly different to the originals. While the actual shot looks great (even better than the original, and similar enough to normally not be noticed), you made something wrong with the glow. The glow generally is too big and has some odd effects with some weapons. You should do 1:1 comparisons and fix the glows to look like the originals.
Still, good work.
-
Well, I was just playing a mission and, the support ship was being rendered as transparent....
(http://www3.sympatico.ca/kbros/fs2/ssfeb2804.jpg)
-
actualy I did a 1 by 1 comparason, with the old code and the new running at the same time and the only time I could decern _anything_ diferent was when they werbeing veiwed lead on, wich is were the old code got a little flaky. I changed the load order of animations and bitmaps, this might explain the thing with the suport ship and slightly longer load times
-
you need to have your eyes checked then, i'll take some screenies to show the oversized glows. :)
-
yeah it was the load order of animation loading (invisable suport ship), I'm now going to have to put in a hack to fix this, this is _exactly_ why I had animations loaded AFTER pcx in the first place. keep an eye out for other weirdness
-
Well, the only other wierdness I have encountered may be my fault, as in I have a 64 * 64 tiled surface with a 512 x 512 animation on it, and I find my FPS drops a fair bit. I think it is just that I am asking too much of my GeForce 2 MX to be honest, but I thought I'd point it out just in case ;)
-
i converted my skybox to dds and it doubled my framerate. the counter never drops below 100 fps. i think im going to use them exclusively from this point forward.
-
Lucky bugger. My GF2 caps off at 60 fps. :doubt:
-
The engine glows are rendering weird in this build. Check out these shots:
(http://members.shaw.ca/deuteronomy/basilisk1.jpg)
(http://members.shaw.ca/deuteronomy/basilisk2.jpg)
The roundish orange glows render offset from the engines and rotate based on what angle you view them at. There also seems to be some additional stutter when images are loaded for the first time, moreso than the previous Bobb test .exe.
-
You appear to be using Lightspeed's engine effects. What do ya say Lighty? Have you encountered this prob. yourself?
-
Havent tested with this build, but this isn't happening with 20_01_04 or any previous builds.
-
I was trying to reduce that intersection with the ship uglyness by haveing the bitmaps rendered closer to the eye, too bad it caused the image to be drawn off center
-
Bobboau = Teh legend :yes:
specular works.. :D
-
it does :eek2:
how'd that happen :wtf:
-
-spec tag
want me to draw a sketch for ya or something?.. i'm feeling generous ;)
-
(http://www.uploadit.org/magatsu1/screen00.jpg)
(http://www.uploadit.org/magatsu1/screen01.jpg)
text is missing from the Esc menu too.
1ghz Athlon, TNT2.