ok, i just ran a 500 density asteroid mission. using my own build beta 0.3.
what i did was i opened the missionfile in an text editor, and set density to 500. My guees is i could set it to 2048, since i have not changed max asteroids.
and that should work, and give you the collision erros. right ?.
and now the weird stuff. my weapon collision where working.
which leads me to beleive, either i fixed something in relation to this when doing my earlier builds.
OR
when framerates are below those worst case 5 frames pr second for more than 1 or 2 seconds, then the collision code starts acting wacky, the worse the frame rates, the worse the collision errors.
I ran this on a Debug build hoping to get some debug msgs output to the debug spew window, but got an error on the linking so no debug info regarding PAIR_STATS where outputted.
My frame rates where near 5, but never actually got below 6 frames pr second.
Something i will test in that 399 ships + one demon mission i made earlier. making ships leave one by one until collision starts working again. and then reading out if the FPS is below or over the magical 5 frames pr second.
There are actually checks in the objcollide.cpp if framerates are below 5 fps.
my system is top tuned and is a AMD K7 Thunderbird 800 mhz 128 MB of 133 mhz SDRAM with a GF2MMX card.
and i had them moving at the default speed at 120, now that is funny

. but in a multiplayer mission, only one type of asteroid is allowed

.
so kazan,
you could you send me your excuteble + that mission(campaign) of yours, to let me test if this realy is a hardware matter.
direct it at
[email protected]btw here are some pics.




