Hard Light Productions Forums

General FreeSpace => FreeSpace Discussion => Topic started by: esarai on March 05, 2010, 11:27:40 pm

Title: The Esarai Awesome Computer Challenge
Post by: esarai on March 05, 2010, 11:27:40 pm
Ladies and Gentlemen, a while ago I set about adding an insane level of detail to my Horizon-class Battleship.
(http://i279.photobucket.com/albums/kk124/esaraisaiea/MonsterfromtheMists.jpg)
To get a better understanding of what now lurks beneath the surface, please observe the following:
(http://i279.photobucket.com/albums/kk124/esaraisaiea/HorizonNewDamageWIP1.jpg)

There are 17 panels on this ship that can be blown off to reveal this damage greebling.  The end result is a total polycount of +300k.  I have created a monster my own machine cannot handle.  Can yours?

This is the challenge:  In a few days, I will provide an archive containing a pof, the horizon textures and a mission and several tables.  Inside you will find the Horizon 300k with tables modified to use retail weapons.  The first stage of the challenge is to successfully load the .pof in the F3 lab.  Then, load the mission.  It will provide you a clear playing field in which you are to use the kill subsystem cheat to destroy the hull plate subsystems in order that you target them.  As each one is killed, you will see more and more of this model.  Your objective is to keep FS running as long as possible while you expose the extensive damage modeling beneath the surface.  Your progress will be measured by the number of hull plates you destroy. As you kill each plate, take a screen capture to record your progress and to demonstrate just how l33t your computer really is.  When you finally crash, post the last screen capture here.

The time has come, may the best man and machine win.

http://www.mediafire.com/?ntm4mz5zmnm (http://www.mediafire.com/?ntm4mz5zmnm)

To start the challenge, place the VP somewhere where FSO can see it and load the single mission EACC_M1.fs2
Title: Re: The Esarai Awesome Computer Challenge
Post by: FreeSpaceFreak on March 06, 2010, 02:08:18 am
Oh, so that's what you've been doing instead of the HTL Typhon and Akrotiri, the BP ships and the Arashi :P
Title: Re: The Esarai Awesome Computer Challenge
Post by: WormSlayer on March 06, 2010, 02:37:17 am
That is awesome, I'm in!

I'll be buying a new system next week that may be able to handle it :P

My only crit would be: The edges of the holes in the hull are a bit regular, you could use some of those 300k poly to make them more jagged?
Title: Re: The Esarai Awesome Computer Challenge
Post by: esarai on March 06, 2010, 03:13:15 am
Oh, so that's what you've been doing instead of the HTL Typhon and Akrotiri, the BP ships and the Arashi :P

Well... yes and no.  This finished about 2 months ago.  It was held up by conversion.  I've been going on the Arashi for a while now.

That is awesome, I'm in!

I'll be buying a new system next week that may be able to handle it :P

My only crit would be: The edges of the holes in the hull are a bit regular, you could use some of those 300k poly to make them more jagged?

Rock on. 

Yeah, the holes are a bit regular, and while I could redo them, this has taken so long I'm not inclined to do it any time soon.  If I do make an update, I can include that as part of it.
Title: Re: The Esarai Awesome Computer Challenge
Post by: Colonol Dekker on March 06, 2010, 03:33:34 am
I'm definitely up for that as well.
 
For the record, remind me of the kill subsystem cheat. Which button combination was it again?
 
And is there a less detailed version already in existence?
Title: Re: The Esarai Awesome Computer Challenge
Post by: Snail on March 06, 2010, 03:34:57 am
For the record, remind me of the kill subsystem cheat. Which button combination was it again? 
I don't think there is one. Just jury-rig a subsystem killing weapon.
Title: Re: The Esarai Awesome Computer Challenge
Post by: esarai on March 06, 2010, 03:48:04 am
No, it exists, it's ~+shift+k, but apparently it got broken somewhere along the line.  I'll include a subsystem killer for everyone.
Title: Re: The Esarai Awesome Computer Challenge
Post by: Androgeos Exeunt on March 06, 2010, 03:48:45 am
Yeah. The kill subsystem cheat doesn't work.
Title: Re: The Esarai Awesome Computer Challenge
Post by: MetalDestroyer on March 06, 2010, 04:33:41 am
Can't wait ! :) I want it NOW !
Title: Re: The Esarai Awesome Computer Challenge
Post by: Spoon on March 06, 2010, 04:37:58 am
Model looks awesome
Pretty sure my can handle it completely too, it will depends more on FSO I think  :p
Bring it on!
Title: Re: The Esarai Awesome Computer Challenge
Post by: Androgeos Exeunt on March 06, 2010, 05:33:03 am
My MacBook can't handle the whole 14th Battlegroup from BP on-screen. It probably won't be able to handle this either... :nervous:
Title: Re: The Esarai Awesome Computer Challenge
Post by: Rodo on March 06, 2010, 06:38:00 am
I'll give it a shot.
Title: Re: The Esarai Awesome Computer Challenge
Post by: ChronoReverse on March 06, 2010, 08:45:38 am
Whoa, this is a really cool model.  As for killing subsystems, just give up Harbingers!
Title: Re: The Esarai Awesome Computer Challenge
Post by: IronBeer on March 06, 2010, 05:06:21 pm
I'll take a stab at this as soon as the archive is posted. My machine.... definitely, maybe.
Title: Re: The Esarai Awesome Computer Challenge
Post by: Dark RevenantX on March 07, 2010, 11:07:02 am
I'll do it with 1650x1050 and 8x aa and 16x af.  I'll post screenshots.
Title: Re: The Esarai Awesome Computer Challenge
Post by: Colonol Dekker on March 07, 2010, 11:18:05 am
Oh . . . . . No no no. I'm expecting fraps footage. If i'm doing it, so do you :p
 No cheap arse screenies.
Title: Re: The Esarai Awesome Computer Challenge
Post by: Tantalus53 on March 07, 2010, 01:02:53 pm
... The.. Horror...
Title: Re: The Esarai Awesome Computer Challenge
Post by: Droid803 on March 07, 2010, 02:43:32 pm
My computer will probably crash and burn, but hell, why not give it a shot.
I just need to turn off everything.
Title: Re: The Esarai Awesome Computer Challenge
Post by: Scourge of Ages on March 11, 2010, 02:09:48 am
That seems awesome, I'd like to take a stab at it.

Please include also: Self-perpetuating cluster bombs just in case anybody's rig can handle the ship.
Title: Re: The Esarai Awesome Computer Challenge
Post by: Colonol Dekker on March 11, 2010, 02:23:36 am
I remember hearing recently, this ship's nearly a hundred meg in size.
 
 
Is this accurate intel?
Title: Re: The Esarai Awesome Computer Challenge
Post by: Mikes on March 12, 2010, 10:17:32 am
My 4870x2 is waiting for it :)
Title: Re: The Esarai Awesome Computer Challenge
Post by: esarai on March 12, 2010, 06:03:55 pm
Fairly accurate.  The final file is closer to 70 Mb, but add in textures, it's closer to 76 Mb.  And stay on your toes--sensors are picking up faint traces of a .vp out in the asteroid belt.

Contact, one line down!  All cursors, break and engage the link!

http://www.mediafire.com/?ntm4mz5zmnm (http://www.mediafire.com/?ntm4mz5zmnm)
Title: Re: The Esarai Awesome Computer Challenge
Post by: Spoon on March 12, 2010, 06:43:30 pm
Firing!
Title: Re: The Esarai Awesome Computer Challenge
Post by: Colonol Dekker on March 12, 2010, 06:46:10 pm
Sooooo, where's this uber test ship file at?
Title: Re: The Esarai Awesome Computer Challenge
Post by: Spoon on March 12, 2010, 07:00:17 pm
The game crashes when trying to load the model in mission and in the ship lab
Title: Re: The Esarai Awesome Computer Challenge
Post by: blowfish on March 12, 2010, 07:07:24 pm
YAY SEGFAULT! :D
Title: Re: The Esarai Awesome Computer Challenge
Post by: Rodo on March 12, 2010, 07:50:16 pm
The game crashes when trying to load the model in mission and in the ship lab

same over here, this means I'll have to upgrade my pc again? :mad:
Title: Re: The Esarai Awesome Computer Challenge
Post by: esarai on March 12, 2010, 08:14:03 pm
Sooooo, where's this uber test ship file at?

As in the mission or the model? 

If you mean mission, go to tech room and run the single mission "EACC_M1.fs2."  I think in my excitement I forgot to give it a title, so it'll be "untitled." 

If you mean the model isn't in the vp... then fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu uuuuuuuuuuuuu.........ck.
Title: Re: The Esarai Awesome Computer Challenge
Post by: blowfish on March 12, 2010, 09:14:06 pm
It's in there.  Incidentally, PCS2 seems to handle it alright, if slowly.
Title: Re: The Esarai Awesome Computer Challenge
Post by: The E on March 12, 2010, 09:21:27 pm
You know what would really help, guys? fs2_open.logs.
Title: Re: The Esarai Awesome Computer Challenge
Post by: Droid803 on March 12, 2010, 09:36:49 pm
It's in there.  Incidentally, PCS2 seems to handle it alright, if slowly.

PCS2 isn't noticeably slowing down for me (like it does for say, the Vexor)
Probably has a lot to do with it not rendering any of the -destroyed subobjects.



EDIT:
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 50
  -spec_static 1.7
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 5
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -noscalevid
  -spec
  -no_emissive_light
  -normal
  -3dshockwave
  -post_process
  -no_vsync
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -fps
  -res
Building file index...
Found root pack 'C:\Program Files\Freespace\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files\Freespace\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files\Freespace\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\Freespace\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\Freespace\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\Freespace\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\Freespace\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\Freespace\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\Freespace\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\Freespace\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\Freespace\warble_fs2.vp' with a checksum of 0xd85c305d
Found root pack 'C:\Program Files\Freespace\data\EACC-vp.vp' with a checksum of 0x4cf4db68
Searching root 'C:\Program Files\Freespace\' ... 158 files
Searching root pack 'C:\Program Files\Freespace\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files\Freespace\root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\Freespace\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\Freespace\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\Freespace\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\Freespace\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\Freespace\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace\warble_fs2.vp' ... 52 files
Searching root pack 'C:\Program Files\Freespace\data\EACC-vp.vp' ... 15 files
Found 13 roots and 7288 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 7600 GS/PCI/SSE2/3DNOW!
  OpenGL Version    : 2.1.2

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".


Initializing Shaders Manager...
Loading and compiling main shaders...
  Compiling main shader ->  null-v.sdr (null-v.sdr) / null-f.sdr (null-f.sdr) ...
Could not open text file 'null-v.sdr'.
Could not open text file 'null-f.sdr'.
Vertex shader failed to compile:
(0) : error C0000: syntax error, unexpected $end at token "<EOF>"
(0) : error C0501: type name expected at token "<null atom>"

ERROR! Unable to create vertex shader!
  Shader in_error!  Disabling GLSL!
Shaders Manager initialized.

  Max texture units: 4 (4)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'EACC_ScreamRG-wep.tbm' ...
TBM  =>  Starting parse of 'PerseusEACC-shp.tbm' ...
WARNING: "Unable to find WEAPON_LIST_TYPE string "Scream Railgun"  in ship: GTF Perseus#EACC's primary banks." at parselo.cpp:2259
TBM  =>  Starting parse of 'HorizonMk300-EACC-shp.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 2757
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
WARNING => Ship class CITF Encantona not located in Ship_info[] in player file
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0xd17abc7a, IBX checksum: 0x7093cbe9 -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.997 (0.997)
Frame  0 too long!!: frametime = 0.357 (0.357)
Called captureCallback()!
TECH ROOM: Dumping excess ship textures...
Loading model 'Horizon_Mk300-2.pof'
IBX: Found a good IBX to read for 'Horizon_Mk300-2.pof'.
IBX-DEBUG => POF checksum: 0x16f7b32f, IBX checksum: 0xd1588f15 -- "Horizon_Mk300-2.pof"
WARNING: "Couldn't open texture 'doctile6' referenced by model 'Horizon_Mk300-2.pof'" at modelread.cpp:2264
Model Horizon_Mk300-2.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)


EDIT 2:

Code: [Select]
Unable to find WEAPON_LIST_TYPE string "Scream Railgun"
in ship: GTF Perseus#EACC's primary banks.

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! RegisterWaitForInputIdle + 73 bytes
Title: Re: The Esarai Awesome Computer Challenge
Post by: Herra Tohtori on March 12, 2010, 10:12:58 pm
Code: [Select]
Loading model 'Horizon_Mk300-2.pof'
IBX: Starting a new IBX for 'Horizon_Mk300-2.pof'.
IBX: Starting a new TSB for 'Horizon_Mk300-2.pof'.
For "Horizon_Mk300-2.pof" I couldn't find horizonhull-normal.ani
For "Horizon_Mk300-2.pof" I couldn't find horizongreeb-normal.ani
For "Horizon_Mk300-2.pof" I couldn't find doctile6-normal.ani
For "Horizon_Mk300-2.pof" I couldn't find beam4shiny-normal.ani
Model Horizon_Mk300-2.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)


This is strangely troublesome.

Why would it be looking for *-normal.ani files in the first place?

EDIT: Having the normal maps removes those reports from the debug log. Also, generating a null moment of inertia for the ship and re-saving the POF file removed the null moment of inertia warning. However, the IBX and TSB cache files do not seem to generate properly, and the game CTD's when attempting to generate the cache files.

EDIT2: If you do have functioning IBX and TSB files, please upload them. The IBX file provided in the VP doesn't seem to work (alone, at least) and the game starts attempting to generate new IBX and TSB, and fails at this task.
Title: Re: The Esarai Awesome Computer Challenge
Post by: Scourge of Ages on March 12, 2010, 11:50:57 pm
I must report the same errors everyone else is having, and am unable to play with your system killer.  :(
Look forward to a fix.
Title: Re: The Esarai Awesome Computer Challenge
Post by: Dark RevenantX on March 13, 2010, 12:26:13 am
Looks like you have a broken model, buddy.  Maybe it was killing your system because it didn't work in the first place?

It seems to only bump FS2's memory usage by 10MB before crashing.  This is on 64-bit windows, too, using a SSE2 INF build.
Title: Re: The Esarai Awesome Computer Challenge
Post by: FUBAR-BDHR on March 13, 2010, 01:17:24 am
The engine will always try to load -glow, -shine, and -normal maps (if enabled) for all maps, effects, etc even if they don't exist.  If they don't it just throws the first extension the end and says it can't find it. 

Null MOI is an error and should be fixed.

Title: Re: The Esarai Awesome Computer Challenge
Post by: Colonol Dekker on March 13, 2010, 05:06:18 am
Mine won't load either :blah:


Soooooooo........
/me kicks Esarai up the bum.


 :p
Title: Re: The Esarai Awesome Computer Challenge
Post by: FUBAR-BDHR on March 13, 2010, 06:48:26 pm
Already found a fixed a table bug (misspelled weapon name) and mission bug ( #weak version of weapon in loadout that is not player allowed) on my end. 

Oh and while typing this just confirmed that the model has problems with normals that crash the engine.  So it's not going to work for anyone until that is fixed. 
Title: Re: The Esarai Awesome Computer Challenge
Post by: Colonol Dekker on March 13, 2010, 06:49:48 pm
Yay!
 
I have to download it all over again now.
Title: Re: The Esarai Awesome Computer Challenge
Post by: FUBAR-BDHR on March 13, 2010, 06:50:38 pm
Heck it even has a null MOI.  

Man it's a total mess in PCS2.  Who converted this thing?  Debris under detail-0 and not in the debris list.   :confused:

Cleaned up everything I could but still get an unhandled exception trying to load the mission in FRED.  Appears to be something wrong with subobject hp08-destroyed. 
Title: Re: The Esarai Awesome Computer Challenge
Post by: WormSlayer on March 16, 2010, 10:31:25 am
I just finished building my new PC which is *sweet* - i7 is a really rather fast chip!

But yeah I also cant get it to load :(
Title: Re: The Esarai Awesome Computer Challenge
Post by: Androgeos Exeunt on March 17, 2010, 09:16:03 am
I just finished building my new PC which is *sweet* - i7 is a really rather fast chip!

But yeah I also cant get it to load :(

Well, you could try playing Universal Truth in BP:AoA:DC with all features turned on and see if you get 60 FPS throughout the whole mission...
Title: Re: The Esarai Awesome Computer Challenge
Post by: Dragon on March 17, 2010, 09:39:14 am
I managed to load it in PCS2, but it may take some time before I report how it runs in-game.
It even didn't lagged PCS2 as much as Maalik (if any of you still wonder why it got dropped, you can see the reason now, it was almost impossible to work on, both in-game and in PCS2).
Title: Re: The Esarai Awesome Computer Challenge
Post by: FUBAR-BDHR on March 17, 2010, 12:56:09 pm
PCS2 will work with it just fine but the game engine can't build a valid cache file out of it due to a mesh issue with at least the subobject I mentioned above.  It needs to be fixed in the modeling program and exported correctly to ever work in game.   
Title: Re: The Esarai Awesome Computer Challenge
Post by: Kopachris on March 17, 2010, 06:36:33 pm
Tried it with 3.6.12-Inferno on Linux.  Crashed both in the tech room and trying to load the mission.
I just finished building my new PC which is *sweet* - i7 is a really rather fast chip!

But yeah I also cant get it to load :(

Well, you could try playing Universal Truth in BP:AoA:DC with all features turned on and see if you get 60 FPS throughout the whole mission...
I managed to keep about 30-40 throughout that one with the advance textures and all on an Athlon II X4 (2.8GHz) + 3.2GB DDR3 + 1GB nVidia GeForce 9400 GT.
Title: Re: The Esarai Awesome Computer Challenge
Post by: Kosh on March 21, 2010, 09:58:37 am
I just finished building my new PC which is *sweet* - i7 is a really rather fast chip!

But yeah I also cant get it to load :(

Well, you could try playing Universal Truth in BP:AoA:DC with all features turned on and see if you get 60 FPS throughout the whole mission...

If you have a good video card you can play most anything. Video cards are much more important to game performance than CPUs.
Title: Re: The Esarai Awesome Computer Challenge
Post by: The E on March 21, 2010, 10:11:23 am
Except for FSO, where CPU performance has as more of an impact than GPU performance...
Title: Re: The Esarai Awesome Computer Challenge
Post by: Kosh on March 21, 2010, 10:31:22 am
Except for FSO, where CPU performance has as more of an impact than GPU performance...


I'm running a Celeron dual core at 1.9 GHz and I still get 20+ fps on everything in FSO (including the BP missions, although I didn't run it with the FPS counter so I don't know for sure, but it was very very smooth throughout), running mv_advanced with everything turned on. Amazing what low end can do these days.
Title: Re: The Esarai Awesome Computer Challenge
Post by: haloboy100 on March 21, 2010, 08:26:23 pm
Ladies and Gentlemen, a while ago I set about adding an insane level of detail to my Horizon-class Battleship.
(http://i279.photobucket.com/albums/kk124/esaraisaiea/MonsterfromtheMists.jpg)
:blah:

That is one of the most sexiest ships I have ever seen...
<3
Can't wait for more screenies.
Title: Re: The Esarai Awesome Computer Challenge
Post by: Colonol Dekker on March 22, 2010, 02:56:40 am
Has it been fixed yet? :)
Title: Re: The Esarai Awesome Computer Challenge
Post by: WormSlayer on April 21, 2010, 09:30:45 pm
Well, you could try playing Universal Truth in BP:AoA:DC with all features turned on and see if you get 60 FPS throughout the whole mission...

I could but I'm a n00b and dont know wtf "Universal Truth in BP:AoA:DC" is :)
Title: Re: The Esarai Awesome Computer Challenge
Post by: Droid803 on April 21, 2010, 09:39:05 pm
Well, you could try playing Universal Truth in BP:AoA:DC with all features turned on and see if you get 60 FPS throughout the whole mission...

I could but I'm a n00b and dont know wtf "Universal Truth in BP:AoA:DC" is :)

http://www.hard-light.net/forums/index.php?topic=68213.0

Download.

Play.

Now.
Title: Re: The Esarai Awesome Computer Challenge
Post by: IronBeer on April 28, 2010, 05:48:47 pm
K. I just tried to load that big momma up, and no luck. Not even at LOD3. Guess we'll just have to wait for a fix...
Title: Re: The Esarai Awesome Computer Challenge
Post by: Droid803 on April 28, 2010, 05:54:44 pm
I think it hits an engine limitation moreso than a hardware limitation.
I can view it just fine in PCS2.
Title: Re: The Esarai Awesome Computer Challenge
Post by: esarai on April 28, 2010, 07:34:33 pm
Sorry for the delays guys, but the current rate of progress suggests this will be ready sometime in June.  Until then, have fun blowing stuff up.