Turrent problems again

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DamoclesX
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Turrent problems again

Post by DamoclesX »

Okay I give, I cant track this problem down, it has to do with turrents, I have a 2 part turrent, total poly is 50 and texture size is 128

This ship should have 4 of them, when I run the ship with the lines commented out, like in the code below, I get 85fps on this ship, when it run the turrent code not commented out, I get about 20, I cant track this down and it makes NO SENCE at all, here is the code fore the turrent and the code in the ship def file for said turrent

WEAPON

primary: {
name: NARN_TWINAF // Terran Huge Turret equivalent
group: TWINAF,
target_type: 0x0000000f,
value: 5,

damage: 100,

capacity: 1,
ripple_count: 1,

refire_delay: 1,

speed: 5000,
mass: 1,

charge: 1,
min_charge: 0.9,
recharge_rate: 1,

life: 8, // 100*.4*10=400*1=400


guided: 0,
syncro: false,
self_aiming: true,

aim_az_max: 3.14,
aim_az_min: -3.14,

aim_el_max: 3.14,
aim_el_min: -3.14,

slew_rate: 1,

min_range: 1, //0.1,
max_range: 40000, //40,
max_track: 70000, //60,

// flak: true,

graphic_type: 3, // blob


//TURRET_BASE: "NARN_TWIN/TUR_BASE.MAG",
//TURRET: "NARN_TWIN/TUR_GUN.MAG",




width: 4,
length: 80,

light: 180,
light_color: (255, 0, 0),
bitmap: "NARN_TWIN/BOLT.pcx",
flash: "NARN_TWIN/FLASH.pcx",
flash_scale: 0.5,
flare: "NARN_TWIN/FLAIR.pcx",
flare_scale: 0.07,



sound: "NARN_TWIN/SOUND.wav",
sound_min_dist: 3e3,
sound_max_dist: 30e3
}

// AF WEAPONS
weapon: {
type: "NARN_TWINAF",
design: "Bolt Weapon",
name: "TWINAF",
abrv: "TWINAF",

elevation: 0.0,
azimuth: 0.0,


aim_az_max: 1.57,
aim_az_min: -0.26,

aim_el_max: 1.57,
aim_el_min: -0.034,



muzzle: (1,5, 1),
loc: (400,65, 150),

size: 32,
hull_factor: 0.0,
explosion: 8
}
//
Jason Blaz
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TheDeadlyShoe
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RE: Turrent problems again

Post by TheDeadlyShoe »

What happens when you use a default weapon? (ie "Phalanx Cannon") Nice to know if its any turret + the ship, or just these turrets + the ship.
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
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TheDeadlyShoe
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RE: Turrent problems again

Post by TheDeadlyShoe »

Alright I just tested with 6 turrets and random files of my own and its got to be your graphics files or turret model or something. I suffered no fps drop with 6 of them. The only things I changed where the models and textures (plus i uncommented the turret model stuff, but whatever). Though, I was using a craptacular untextured vessel that i screw with for testing purposes (like now).

EDIT: PICTURE

Image

The 6 little turrets on the sides both use the following def file:
WEAPON

primary: {
name: NARNAF // Terran Huge Turret equivalent
group: TWINAF,
target_type: 0x0000ffff,
value: 5,
damage: 100,
capacity: 1,
ripple_count: 1,
refire_delay: 1,
speed: 5000,
mass: 1,
charge: 1,
min_charge: 0.9,
recharge_rate: 1,
life: 8, // 100*.4*10=400*1=400
guided: 0,
syncro: false,
self_aiming: true,
aim_az_max: 3.14,
aim_az_min: -3.14,
aim_el_max: 3.14,
aim_el_min: -3.14,
slew_rate: 1,
min_range: 1, //0.1,
max_range: 40000, //40,
max_track: 70000, //60,
// flak: true,
graphic_type: 3, // blob
TURRET_BASE: "turretb1.MAG",
TURRET: "turret1.MAG",
width: 4,
length: 80,
light: 180,
light_color: (255, 0, 0),
bitmap: "redbeam2.pcx",
flash: "redflash2.pcx",
flash_scale: 0.5,
flare: "yellowflare.pcx",
flare_scale: 0.07,
sound: "NARN_TWIN/SOUND.wav",
sound_min_dist: 3e3,
sound_max_dist: 30e3
}
NOTE! I left the sound hting in accidentally, but it still worked fine. I had no sound file to use anyways.

this is what i used in the ship DEF:
weapon:{
type: "NARNAF",
design: "Bolt Weapon",
name: "Starboard Impactor 2",
abrv: "Stb Impct-2",
group: "Impactor",
loc: (85, 70, 0),
muzzle: ( 0, 0, 25),
azimuth: 1.57,
size: 40,
hull_factor: 0.7
}
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
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DamoclesX
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RE: Turrent problems again

Post by DamoclesX »

this is really getting to me!!

ITs got to be something REALLY simple that I'm doing somewhere!

I dont see how it could be the models but ... its looking more like it.. maby I"ll post the entire ship up and see what can be found.
Jason Blaz
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TheDeadlyShoe
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RE: Turrent problems again

Post by TheDeadlyShoe »

Well the only things I can think of that are different:

-The entry used in the ship.DEF
-the models/textures
-I don't have a sound file
-Use of a weapon subdirectory

It has to be one of those things or related to one of those things...
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
Mehrunes
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RE: Turrent problems again

Post by Mehrunes »

Well, the only thing I know is that the game's raytracing algorithm for lighting ships is done for turrets (and, I'd assume submodels) too. My guess is that the high poly counts of your ships are causing the slowdown as the lighting engine determines if each turret is being obscured by them.
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TheDeadlyShoe
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RE: Turrent problems again

Post by TheDeadlyShoe »

1700 poly ship test, no affect. But I have pretty high system specs.

Image
*edit* url typo
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
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DamoclesX
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RE: Turrent problems again

Post by DamoclesX »

ORIGINAL: TheDeadlyShoe

Well the only things I can think of that are different:

-The entry used in the ship.DEF
-the models/textures
-I don't have a sound file
-Use of a weapon subdirectory

It has to be one of those things or related to one of those things...

what does subdirectory have to do with it
Jason Blaz
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TheDeadlyShoe
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RE: Turrent problems again

Post by TheDeadlyShoe »

It shouldn't have anything to do with it. [;)]

But it's a difference.
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
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DamoclesX
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RE: Turrent problems again

Post by DamoclesX »

I didnt know about the trace, but the ships are around 2k, much lower then the first b5 mod in any respect... I dunno it could be that it only happens WITH models, if I run the weapon without models it wont happen

grr
Jason Blaz
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Mehrunes
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RE: Turrent problems again

Post by Mehrunes »

I haven't noticed any difference using subdirectories for weapons. You could always upload the problem ship and give us a crack at it. [:D]
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DamoclesX
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RE: Turrent problems again

Post by DamoclesX »

ya

its here,

aced up and all ready, I give on it for now, working on the finishing touches for the ships I have now and moving onto new models


http://members.shaw.ca/DamoclesX/XVarnic.ace

thanks for the help, this thing has been a problem since I started modding ss
Jason Blaz
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TheDeadlyShoe
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RE: Turrent problems again

Post by TheDeadlyShoe »

ACE is even more evil than Quicktime or Flash. That's pretty darn tootin evil!
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
Mehrunes
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RE: Turrent problems again

Post by Mehrunes »

I haven't figured anything out so far. I get 150 fps with no turrets and 65 with turrets. I noticed the turrets were made up of triangles, so I rebuilt them almost entirely with quads and got no difference. I also tried merging the highest detail level into one model and that didn't help either.
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DamoclesX
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RE: Turrent problems again

Post by DamoclesX »

whats your specs?

I"m running on an xp1600 512 with radeon 9000 pro
I"m getting an upgrade to a xp2400 and a radeon 9600se( I think or 9800se) so I"m hoping that will help

I cant get over 85 EVER tho, its like ss is capped at 85fps or something
I get around 30 with turrents,
Jason Blaz
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Mehrunes
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RE: Turrent problems again

Post by Mehrunes »

Athlon XP 2800, 512 DDR, GeForce 5900 Ultra.

My money's still on the lighting engine.
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TheDeadlyShoe
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RE: Turrent problems again

Post by TheDeadlyShoe »

I dunno what to say, peeps. I've getting a ground floor minimum, zoomed in, of 48 FPS with the following:

Image

Granted there's a 60 cap going for me.
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
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DamoclesX
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RE: Turrent problems again

Post by DamoclesX »

okay, why do you have a 60 cap? why do I have a 85 cap? why on earth do you get 40 lol

WHY!! lol
Jason Blaz
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TheDeadlyShoe
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RE: Turrent problems again

Post by TheDeadlyShoe »

Have you guys tried seeing if multiple ships cause your framerate to tank?

BTW, my specs are: Radeon 9700 Pro, Omega 2.5.30 drivers
Athlon 2700+
1024MB of 512 DDR

They look fine, though.

I'll see if I can't get my FPS to tank to 30 through sheer mass of ships,a nd then see what removing turrets does for me

the 60 Cap might just be because i'm using FRAPS to check my framerate
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
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TheDeadlyShoe
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RE: Turrent problems again

Post by TheDeadlyShoe »

alright: With Turrets:

Image

Without Turrets:

Image

Without Turrets, With Crazy Craploads of Shots:

Image
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
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