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

Title: the first test build
Post 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
Title: the first test build
Post by: CP5670 on February 27, 2004, 12:23:35 am
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.
Title: the first test build
Post by: Bobboau on February 27, 2004, 12:24:30 am
htl is on by defalt now, so you have to turn it off it you don't want it
Title: the first test build
Post by: CP5670 on February 27, 2004, 12:28:35 am
So I can uncheck the -htl command in the launcher?
Title: the first test build
Post by: Bobboau on February 27, 2004, 12:31:46 am
yeah
Title: the first test build
Post by: Trivial Psychic on February 27, 2004, 12:42:19 am
So is the HTL deactivator tag something like "-no_htl"?

Later!
Title: the first test build
Post by: Bobboau on February 27, 2004, 12:44:30 am
something like that
Title: the first test build
Post by: CP5670 on February 27, 2004, 01:05:33 am
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.
Title: the first test build
Post by: Rga_Noris on February 27, 2004, 01:25:24 am
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
Title: the first test build
Post by: RandomTiger on February 27, 2004, 03:15:46 am
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?
Title: the first test build
Post by: redmenace on February 27, 2004, 08:14:05 am
you might want to get RT newer launcher. I think it has all that stuff with -nohtl fixed.
Title: the first test build
Post by: Nuke on February 27, 2004, 09:48:52 am
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.
Title: the first test build
Post by: Flipside on February 27, 2004, 01:55:25 pm
Theres still a slight bit of bumping around with that skybox, when you select targets, but the turrets work fine now, thanks Bobb :)
Title: the first test build
Post by: Lightspeed on February 27, 2004, 03:21:07 pm
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.
Title: the first test build
Post by: Lightspeed on February 27, 2004, 03:35:00 pm
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.
Title: the first test build
Post by: Fractux on February 27, 2004, 11:40:55 pm
Well, I was just playing a mission and, the support ship was being rendered as transparent....

(http://www3.sympatico.ca/kbros/fs2/ssfeb2804.jpg)
Title: the first test build
Post by: Bobboau on February 28, 2004, 12:05:52 am
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
Title: the first test build
Post by: Lightspeed on February 28, 2004, 08:59:54 am
you need to have your eyes checked then, i'll take some screenies to show the oversized glows. :)
Title: the first test build
Post by: Bobboau on February 28, 2004, 03:14:03 pm
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
Title: the first test build
Post by: Flipside on February 28, 2004, 03:18:33 pm
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 ;)
Title: the first test build
Post by: Nuke on February 28, 2004, 06:29:09 pm
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.
Title: the first test build
Post by: Taristin on February 28, 2004, 10:39:43 pm
Lucky bugger. My GF2 caps off at 60 fps. :doubt:
Title: the first test build
Post by: SA22C on February 28, 2004, 10:46:03 pm
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.
Title: the first test build
Post by: Trivial Psychic on February 29, 2004, 01:24:59 am
You appear to be using Lightspeed's engine effects.  What do ya say Lighty?  Have you encountered this prob. yourself?
Title: the first test build
Post by: Lightspeed on February 29, 2004, 04:19:00 am
Havent tested with this build, but this isn't happening with 20_01_04 or any previous builds.
Title: the first test build
Post by: Bobboau on February 29, 2004, 04:36:26 am
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
Title: the first test build
Post by: Turnsky on February 29, 2004, 04:58:57 am
Bobboau = Teh legend :yes:

specular works.. :D
Title: the first test build
Post by: Bobboau on February 29, 2004, 05:09:03 am
it does :eek2:
how'd that happen :wtf:
Title: the first test build
Post by: Turnsky on February 29, 2004, 05:10:14 am
-spec tag

want me to draw a sketch for ya or something?.. i'm feeling generous ;)
Title: the first test build
Post by: magatsu1 on March 05, 2004, 02:17:32 pm
(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.