Author Topic: Warmachine Release 2: ZIPSANDZAPSANDMISSLERACKS  (Read 14476 times)

0 Members and 1 Guest are viewing this topic.

Offline EatThePath

  • 28
  • Laser Lich
    • Twitter
Re: RELEASE: Warmachine(Looking for testers for next version)
That's Lafiel's radar icons script. Really helps with situational awareness I find. A bit heavy on performance, but not as heavy as it used to be  ;)
Name your damn turrets and sounds! Numbers alone aren't helpful!
"if disco is dead then I am the laser lich"
"...[Warmachine] keeps changing as fast as EatThePath can force the engine to do his dark bidding..."

 
Re: RELEASE: Warmachine(Looking for testers for next version)
Ah thx, that comes in handy~ :)

 

Offline EatThePath

  • 28
  • Laser Lich
    • Twitter
Re: Warmachine Release 2: ZIPSANDZAPSANDMISSLERACKS
After better than half a year, soon has finally become now. The first post of the thread has been updated to reflect the current version of the mod. There's no detailed changelog because there's just too much. Get it on Knossos, have fun, be sure you're launching with the proper nightly build or everything will explode. And not in the fun way.

New fighter models, all new missile models with TEI fighter options now sporting externally mounted missiles to show them of, re-turreting of most TEI ships, player equipment balance tweaks and overhauls, remade effects for most things by Kestrillius and Talhydras collaborating, a fresh batch of mangling with AoA the missions with some things I'm excited to hear first reactions to, select music from ShadowsOfLight, shinier TEI ships, new shader and lighting settings, some smart weapon targeting modes, and too much more that I didn't keep track of in detail.

And at the same time, Talhydras would like to share something he's been working on, a new GTVA warship concept.

And I'll add to that my own modeling efforts of the last months
Name your damn turrets and sounds! Numbers alone aren't helpful!
"if disco is dead then I am the laser lich"
"...[Warmachine] keeps changing as fast as EatThePath can force the engine to do his dark bidding..."

 
Re: Warmachine Release 2: ZIPSANDZAPSANDMISSLERACKS
Whoa! Is she Vasudan?
"Wouldn't it be so wonderful if everything were meaningless?
But everything is so meaningful, and most everything turns to ****.
Rejoice."
-David Bazan

 

Offline EatThePath

  • 28
  • Laser Lich
    • Twitter
Re: Warmachine Release 2: ZIPSANDZAPSANDMISSLERACKS
The ships? They're both intended as GTVA, but both with a lot of our own aesthetic tastes blended in.
Name your damn turrets and sounds! Numbers alone aren't helpful!
"if disco is dead then I am the laser lich"
"...[Warmachine] keeps changing as fast as EatThePath can force the engine to do his dark bidding..."

 

Offline EatThePath

  • 28
  • Laser Lich
    • Twitter
Re: Warmachine Release 2: ZIPSANDZAPSANDMISSLERACKS
Two updates have been rolled out since 2.0.

2.1 changed some lighting settings and added the GTB Promachos to a mission or two. This ship is intended in part as a transitional step from FS2 era bombers towards the beast that is the GTB Sirrush, and generally exploring ways to make bombers fun. A Time For Heroes is a good place to try it.

2.2 is makes the mod now target a custom build I've uploaded to Knossos. This mainly brings in the new lighting myself and qazwsxal(mainly qaz) have been working on, and TEI capship texture revisions that take advantage of it. If this gives you any trouble, let me know. This should also free us from the versioning headaches that we've been seeing lately.

Name your damn turrets and sounds! Numbers alone aren't helpful!
"if disco is dead then I am the laser lich"
"...[Warmachine] keeps changing as fast as EatThePath can force the engine to do his dark bidding..."

 
Re: Warmachine Release 2: ZIPSANDZAPSANDMISSLERACKS
Looking forward to trying this out.

 

Offline EatThePath

  • 28
  • Laser Lich
    • Twitter
Re: Warmachine Release 2: ZIPSANDZAPSANDMISSLERACKS
You know, I don't actually intentionally post updates on holiday weekends, but somehow that seems to be the case surprisingly much of the time. Weird.

A few weeks ago RedMageJoe streamed a playthrough of our version of AoA, which you can watch here:



It was quite interesting to watch. And a little concerning in places too, if lots of people are finding the first dragon fight an absolute brick wall they can't hammer through, please please let us know.

In any case, I was sitting on a video of the new-new A Time For Heroes until after Joe's stream to preserve the surprise for some people. Now that it's out and r2's been out for a while, here's a look at the changes to the mission, the Promachos light bomber in action, new lines from Dekker, Shadows of Light's excellent FS soundtrack expansion plugged in, and a few other small odds and ends.


Finally, I bring you a tease of the future.

Some months ago I shared with ShadowsOfLight a video of a work in progress mission that was using some copyright darksynth as music, and asked if he was interested in some day taking a shot at replacing it with something new. We talked about what worked about the 'temp' music, and then shortly after he dropped a whole track on Talhydras and I that we fell instantly in love with. That mission isn't in any public videos and we're probably going to keep it that way for a while, and the full suite of music is probably going to not be released until the mission is. so the full tracks he made for it will remain in waiting for us to get more mission content together. But it's too good to sit on entirely, so, check out this segment of The Impending Dawn.

SoL has consistently blown us away with how his music meets and exceeds our requests. Having this music in our pocket has provided no small amount of extra motivation to work on our own campaign content, and there's stuff there I'm increasingly proud of. I don't want to suggest we're close to publishing things, we're quite far still, but wheels are turning.
Name your damn turrets and sounds! Numbers alone aren't helpful!
"if disco is dead then I am the laser lich"
"...[Warmachine] keeps changing as fast as EatThePath can force the engine to do his dark bidding..."

 
Re: Warmachine Release 2: ZIPSANDZAPSANDMISSLERACKS
Any optimization tips? I have a decent rig for FS2 modded games, it's not the massive quantity of capship fire or explodes that cause me the most slowdown, but when my Wingmen fire off their seeker swarms, oh boy, that runs pretty poorly.

 

Offline EatThePath

  • 28
  • Laser Lich
    • Twitter
Re: Warmachine Release 2: ZIPSANDZAPSANDMISSLERACKS
For those, there's three things I can imagine that are hitting you there.
First is the fact that each missile has a light attached. If this is the problem, -no_deferred as a command line flag might help, though it'll likely murder all the pretty lighting. With a lighting profiles file change you could make all the dynamic missile lights tiny and black, and the engine may be smart enough to not render them at all, though I can't swear to that without a deep code dive. Also I think if you turn down the lighting detail setting in the in-game options far enough it'll stop using those lights.

The other things that might be slow are particles and trails. Both are potentially slow in my past performance tests. It doesn't look like there's any command line flags for those. Turning down some detail options in the settings may have a bearing on them, otherwise you'd need to edit the weapon tables to disable those properties of the weapons in question.

This is mostly speculation though, if you put -profile_frame_time in your flags and screenshot the output when it's at it's slowest that could give some better insight as to what's slowing you down.

If you try any of these, or want to but aren't sure how, let me know!
Name your damn turrets and sounds! Numbers alone aren't helpful!
"if disco is dead then I am the laser lich"
"...[Warmachine] keeps changing as fast as EatThePath can force the engine to do his dark bidding..."

 
Re: Warmachine Release 2: ZIPSANDZAPSANDMISSLERACKS
Huh, dropped the ingame lighting down one setting from 5 stars to 4 and now everything is smooth as butter. Thanks for the advice!

 
Re: Warmachine Release 2: ZIPSANDZAPSANDMISSLERACKS
Unless I'm missing something horrible and obvious, when WM is updated, can there be a link to whatever WM nightly build is required to get it to run? I tried doing a fresh install and the mod is still asking for "22200.9.0" which I can't find in the game folders or in the nightly build section.