Author Topic: Bitmap limit  (Read 1838 times)

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This must have come up before but I couldn't find it in a search.  I'm curious about the current "draw limit" of FS2.  The issue is this: I'm tweaking some of the primary weapons to a very high rate of fire and giving them "gunsmoke trails".  This is a cool effect, but it leads to dogfights where there's so much weapons activity out there that suddenly the draw limit gets hit, and now I'm not firing anything at all when I hit the trigger.  I'm curious about two things:

1. Will the SCP development roadmap incorporate a higher draw limit into the game at some point?
2. If not, how have the developers of BTRL and other mods involving a lot of maps and rapid-fire weapons dealt with the draw limit?

Thanks all.
Killface

 

Offline Turey

  • Installer dude
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I don't know what you mean by a "draw limit", but it's not causing that. What's causing that is running out of slots on the Weapons array. See Mantis 1467.
Creator of the FreeSpace Open Installer.
"Calm. The ****. Down." -Taristin
why would an SCP error be considered as news? :wtf: *smacks Cobra*It's a feature.

 
From Mantis:

-------------

This problem is caused by the total weapons hitting 350, which is the current value of MAX_WEAPONS. This can be fixed by making Weapons dynamic.

EDIT: Actually, making Weapons dynamic doesn't help much. The mission I'm testing on (Through the Red Line from shiv's Battlecruiser Archangel campaign) seems to just be too much for FSO. Even with dynamic weapons, it only takes it a couple of seconds to hit the object limit.

EDIT2: The object count for that mission hit 1449 in one test. The weapon count hit 1168.

-------------

So is there still no way around this issue?  Or is it something to be addressed in an upcoming build (crosses fingers hard)?

-KF




 

So I just tried the level again, with everyone set to friendly so there'd be no shooting going on.  I still get the same problem.  My primaries fire erratically or not at all WHILE I'm facing all those other ships and their lovely polys/textures.  As soon as I turn away from them and face open space, the guns and their delicious smoke-trails are working again.  Are you sure there's no limit to the # of on-screen textures that can be drawn at once?

 

Offline Turey

  • Installer dude
  • 211
  • The diminutive form of Turambar.
    • FreeSpace Open Installer Homepage
Increasing the size of either the Weapons or the Objects array slows the game down significantly. Perhaps making them dynamic could work, but that's a lot of work.

What's the Fire Rate and Lifetime of the weapon?
Creator of the FreeSpace Open Installer.
"Calm. The ****. Down." -Taristin
why would an SCP error be considered as news? :wtf: *smacks Cobra*It's a feature.

 

Fire Wait: 0.04
Speed: 1000
Lifetime: 2

It's basically a buzzsaw machine gun that rips up enemy fighters as soon as you get it centered on them.  I drastically reduced the size of the "bullets" themselves to make it a challenge, but I was going for more realism/air-force style weaponry.  I guess I might have to temper it a little...that or give up those sweet, sweet smoke trails...

 

Offline Turey

  • Installer dude
  • 211
  • The diminutive form of Turambar.
    • FreeSpace Open Installer Homepage
run the debug build and post the fs_open.log
Creator of the FreeSpace Open Installer.
"Calm. The ****. Down." -Taristin
why would an SCP error be considered as news? :wtf: *smacks Cobra*It's a feature.

 

Here's what I think you're asking me for...

[attachment deleted by admin]

 

Offline Turey

  • Installer dude
  • 211
  • The diminutive form of Turambar.
    • FreeSpace Open Installer Homepage
Make a blank .cfg file in your data directory, name it debug_filter.cfg, run the debug build, play a mission with your weapon, get the "not showing" error, then post fs_open.log.
Creator of the FreeSpace Open Installer.
"Calm. The ****. Down." -Taristin
why would an SCP error be considered as news? :wtf: *smacks Cobra*It's a feature.