Author Topic: Release: Sathanas  (Read 26159 times)

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Offline The E

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Well, basically, it's like this. Yes, you could merge it all into one giant 8096^2 map (Actually, I would be interested in seeing how that compares, performancewise).

However, 4096^2 is a safe size, in that anyone who has spent some money on graphics hardware can use them. A n 8192^2 map, especially when combined with shine, glow and normal maps, will take a lot of GPU memory, and on systems with only 256 or 512 MB of video RAM, will cause incredible slowdowns.
« Last Edit: October 18, 2011, 08:43:30 am by The E »
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Offline Macfie

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The 2048 x 2048 version appears to be available now.  I didn't notice any difference between the 2048 and the 4096 as far as appearance or perfromance.  I assume this is probably due to the 1440 X 900 resolution I am using.
I get about 48 fps in the tech room and it goes to 60 fps if I turn off FXAA.  Just for comparison I get about 50 FPS for a Ravanna and 60 fps for a Demon.  This is with the Shadows build.
Using the latest nightly build (no Shadows) with post processing and FXAA active, I get 60 fps
« Last Edit: October 18, 2011, 09:31:06 am by Macfie »
Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.
The difference between Mechanical Engineers and Civil Engineers is:
Mechanical Engineers build weapons.  Civil Engineers build targets
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Offline Commander Zane

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Shortly after this screen the other two cannons opened fire also, trying again a total of five times in which it fired from angles of 90' - 150' each time. I played through this another five times afterwards with the Retail Sathanas which never fired from these angles, restarting after it reached the Colossus's bow. To my knowledge there isn't an actual mission with ships attacking the Sathanas from its flanks, but I haven't played many campaigns recently. Either way, the behavior isn't normal.
« Last Edit: October 18, 2011, 10:42:45 am by Commander Zane »

 

Offline achtung

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I fixed the 2048 version link.
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Formerly known as Swantz

 

Offline Rampage

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This is going into Inferno.

R

 

Offline Darkage

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Very nice! The Sathanas actualy looks good now!:)
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Offline The E

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Very nice! The Sathanas actualy looks good now!:)

No offense, but have you seen the other one?
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Nyctaeus

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I always imagined Sath as a giant insect instead of something mechanical. I will use this version, nice work :yes:.
BTW. I've noticed wrong vector of main beams' firepoints. One of the main flaks has the same issue.
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Offline Aardwolf

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I always imagined Sath as a giant insect

Yeah, when I first saw it's briefing icon I thought "it's a giant space flea"

 
I always imagined Sath as a giant insect instead of something mechanical. I will use this version, nice work :yes:.
BTW. I've noticed wrong vector of main beams' firepoints. One of the main flaks has the same issue.

 :banghead: And I knew that it was something I had to look at before releasing.

Is there anything else wrong with it that needs fixing? Do the barrels on the flak line up right? I can't tell in pcs 2,  and Freespace 2 seems irreparably broken. You guys are pretty much my only way of testing it.
« Last Edit: October 18, 2011, 10:47:04 pm by bobbtmann »

 

Offline bigchunk1

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Try runing it in debug mode with no other mods. I get something about the shivan#piranha. Perhaps it's just my end though, my computer right now is all sorts of messed up in terms of freespace.
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Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 

Offline Kolgena

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I would definitely be interested in results from a non-shadow build.

Nightly build r7904:
(Just to be clear, I used the 2048^2 textured versions for both sathanases)

Same graphics settings as before, fps read in ship lab.

bobb:
98-108 zoomed out
47-57 zoomed in

rga:
72-75 zoomed out
36-45 zoomed in

These settings are obtained without the new shadow code.

4 gigs of DDR2-800E RAM,
mobility radeon 3650 @ 590/790, 512MB GDDR3
core2duo 2.4GHz.
« Last Edit: October 19, 2011, 12:44:29 am by Kolgena »

 

Offline Ulala

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Very nice. I like the more subtle glow of this one.
I am a revolutionary.

 

Offline Nyctaeus

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I always imagined Sath as a giant insect instead of something mechanical. I will use this version, nice work :yes:.
BTW. I've noticed wrong vector of main beams' firepoints. One of the main flaks has the same issue.

 :banghead: And I knew that it was something I had to look at before releasing.

Is there anything else wrong with it that needs fixing? Do the barrels on the flak line up right? I can't tell in pcs 2,  and Freespace 2 seems irreparably broken. You guys are pretty much my only way of testing it.
I fixed firepoints of the main beams and flaks, plus a few small issues.
>>>LINK<<<
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Offline Commander Zane

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That doesn't quite resolve the issue in its entirety. I layed out three Colossi in a way that to hit the two to the sides the beams would have to fire at a 45 degree angle outward; the Retail Sathanas would not fire at these two after watching for several minutes, it only attacked the center Colossus. I then used the fixed Sathanas, it attacked all three firing at the most extreme of 90 degrees outward.

This screen is unrelated to the firing arc problem, but rather something else: Its chargeup effect (While stationary) is farther back than the orb itsef. This is with the initial and fixed releases but not occuring on the Retail model.


 

Offline Nyctaeus

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Retail one's beams have fov only 90, this HTL have two times bigger. I haven't noticed this, but it's easy to change in pcs2 and it's the smallest problem. As I see, particles from the beam cannons are spawning in the centers of submodels instead of firepoints. Submodels of the main HTL Sath's beams are much bigger than in low-poly model, they are almost half of the spikes. Submodels of the main beams from the retail model are just sharp engings of the whole arms... I think the centerpoints of the submodels of main beams needs to be moved on the end of the arms, where the beam fires. Needs to be done in modeling program.
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Offline Rodo

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that means shooting down the fangs on the newer will be easier because the submodel is bigger?, I don't have a clue so I have to ask.
el hombre vicio...

 

Offline mjn.mixael

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Yes, that is most likely correct. By a lot actually.
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Freespace Upgrade Project See what's happening.

 
I'll see about moving the centre point.

 

Offline Cobra

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This shot is terrifying.  :shaking: An excellent show of bob's skills. :D
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