Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Liberator on July 02, 2004, 10:55:40 pm

Title: Finally got round to 3.6
Post by: Liberator on July 02, 2004, 10:55:40 pm
Excellent work, guys, really, really great!  Everything is vibrant and new looking.  I think it looks better than UT2k4 at times.

But(there's always a "but" in threads like these):

1.  I crashed out of the fourth mission of the OC,  by running out of memory

2.  My FPS is not at all stable, it'll be 70 one second and ~5 the next at 640x480.  It's not playable at 1024x768.

3.  Audio is crackly in places, though this could be my speakers(Altec-Lansing ACS 33s old,old,old

These are the flags I'm using:
E:\freespace2\fs2_open_ex.exe -spec -glow -jpgtga -d3dmipmap -fps

on:

AthlonXP 1800+
384 MB DDR333
GF4 MX 420 w/64mb of ram

By comparison, on UT2k4 demo, I get a steady 13-17 fps in Onslaught mode.  Everything pegged out.

BTW, I read the Wiki on the mipmapping, you realize than if you use the DDS plugin from the Nvidia site that you can autogenerate mipmaps.  Of course you have to use DDS but, by way of example, C&C:Renegade and many new games use DDS as their only texture format.
Title: Re: Finally got round to 3.6
Post by: WMCoolmon on July 03, 2004, 12:04:06 am
Quote
1.  I crashed out of the fourth mission of the OC,  by running out of memory


This is a known issue.

Quote
3.  Audio is crackly in places, though this could be my speakers(Altec-Lansing ACS 33s old,old,old

Which build is this exactly? Since it's one of mine, this bug may be the sound one I fixed in later versions. Try the "New Cool Build"

Quote
BTW, I read the Wiki on the mipmapping, you realize than if you use the DDS plugin from the Nvidia site that you can autogenerate mipmaps.  Of course you have to use DDS but, by way of example, C&C:Renegade and many new games use DDS as their only texture format.


Noted, but even if this is implemented it will only take effect if -pcxdds is used.
Title: Finally got round to 3.6
Post by: Bobboau on July 03, 2004, 01:33:52 am
there were sevral perfomence bottle necks that we wern't able to fix due to the code freize, the idea being that we wanted to get HTL working, be fore we got it working as good as it could posably be.
Title: Finally got round to 3.6
Post by: Liberator on July 03, 2004, 01:42:38 am
This build I'm using is the one that was added in at the top of the official 3.6 sticky thread at the top of the list.

http://fs2source.warpcore.org/exes/latest/fs2_open_C06222004.zip

One of the problems is 32bit effects.  When I bumped it down to 640x480, there is a massive falloff every time I fire a primary(okay, I only tested this with the Subach, but I turned it off and the falloff stopped.)
Title: Finally got round to 3.6
Post by: kasperl on July 03, 2004, 05:09:30 am
Yeah, LS's stuff is no good on the framerates.

Try turning mipmapping off, it might help your framerates.