Turrent problems again
Turrent problems again
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
}
//
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
Way to much to list here!
Way to much to list here!
- TheDeadlyShoe
- Posts: 549
- Joined: Tue Apr 06, 2004 3:06 pm
RE: Turrent problems again
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.
@Razeam> I can do that but I don't want to.
- TheDeadlyShoe
- Posts: 549
- Joined: Tue Apr 06, 2004 3:06 pm
RE: Turrent problems again
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

The 6 little turrets on the sides both use the following def file:
this is what i used in the ship DEF:
EDIT: PICTURE

The 6 little turrets on the sides both use the following def file:
NOTE! I left the sound hting in accidentally, but it still worked fine. I had no sound file to use anyways.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
}
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.
@Razeam> I can do that but I don't want to.
RE: Turrent problems again
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.
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
Way to much to list here!
Way to much to list here!
- TheDeadlyShoe
- Posts: 549
- Joined: Tue Apr 06, 2004 3:06 pm
RE: Turrent problems again
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...
-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.
@Razeam> I can do that but I don't want to.
RE: Turrent problems again
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.
- TheDeadlyShoe
- Posts: 549
- Joined: Tue Apr 06, 2004 3:06 pm
RE: Turrent problems again
1700 poly ship test, no affect. But I have pretty high system specs.

*edit* url typo

*edit* url typo
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
@Razeam> I can do that but I don't want to.
RE: Turrent problems again
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
Way to much to list here!
Way to much to list here!
- TheDeadlyShoe
- Posts: 549
- Joined: Tue Apr 06, 2004 3:06 pm
RE: Turrent problems again
It shouldn't have anything to do with it. [;)]
But it's a difference.
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.
@Razeam> I can do that but I don't want to.
RE: Turrent problems again
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
grr
Jason Blaz
Way to much to list here!
Way to much to list here!
RE: Turrent problems again
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]
RE: Turrent problems again
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
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
Way to much to list here!
Way to much to list here!
- TheDeadlyShoe
- Posts: 549
- Joined: Tue Apr 06, 2004 3:06 pm
RE: Turrent problems again
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.
@Razeam> I can do that but I don't want to.
RE: Turrent problems again
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.
RE: Turrent problems again
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,
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
Way to much to list here!
Way to much to list here!
RE: Turrent problems again
Athlon XP 2800, 512 DDR, GeForce 5900 Ultra.
My money's still on the lighting engine.
My money's still on the lighting engine.
- TheDeadlyShoe
- Posts: 549
- Joined: Tue Apr 06, 2004 3:06 pm
RE: Turrent problems again
I dunno what to say, peeps. I've getting a ground floor minimum, zoomed in, of 48 FPS with the following:

Granted there's a 60 cap going for me.

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.
@Razeam> I can do that but I don't want to.
RE: Turrent problems again
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
WHY!! lol
Jason Blaz
Way to much to list here!
Way to much to list here!
- TheDeadlyShoe
- Posts: 549
- Joined: Tue Apr 06, 2004 3:06 pm
RE: Turrent problems again
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
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.
@Razeam> I can do that but I don't want to.
- TheDeadlyShoe
- Posts: 549
- Joined: Tue Apr 06, 2004 3:06 pm
RE: Turrent problems again
alright: With Turrets:

Without Turrets:

Without Turrets, With Crazy Craploads of Shots:


Without Turrets:

Without Turrets, With Crazy Craploads of Shots:

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