Turrent problems again

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Mehrunes
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RE: Turrent problems again

Post by Mehrunes »

You have VSync disabled, right?

Anyways, I tried untextured cubes for (single-model) turrets as well. They caused my framerate to drop to around 90, although this would vary alot as I rotated the ship around.
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TheDeadlyShoe
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RE: Turrent problems again

Post by TheDeadlyShoe »

I guess for my system it does take a hit but it remains perfectly playable.

I probably have VSync on, i'd have to check. that would make sense though.
@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 »

jeezez

I need to buy a new computer, totaly, my system would roll over and die with that number of ships on it

at least I know it works well on good computer!!!!:)

I tryed fooling aorund with some things, nothing big, but the major drop seems to only happen when I zoom in really close into the ship, once you do that it really tanks for me, one ship will die down to 25-30fps
Jason Blaz
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Mehrunes
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RE: Turrent problems again

Post by Mehrunes »

Three of these in a row at close range cause my framerate to drop to 35 with turrets and 65 without.

If it is lighting, it might not be hard for milo to change it so that turrets just use values determined for the ship.
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TheDeadlyShoe
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RE: Turrent problems again

Post by TheDeadlyShoe »

It wouldn't look very good. I think turret lighting is pretty "rough" already. The whole turret uses one lighting value...

but as an option it'd be nice.

Oh and I don't have much to do so I did the thruster settings. LOL
port_top:{loc:(166, 44, 1100,),fire: 0x910}, //fore-right
port_top:{loc:(-168, 44, 2006,),fire: 0x510}, //fore-left
port_top:{loc:(-205, 44, -1700,),fire: 0x610}, //aft-left
port_top:{loc:(158, 44, -1700,),fire: 0xa10}, //aft-right


port_bottom:{loc:(166, -36, 1100,),fire: 0x620}, //fore-right
port_bottom:{loc:(-168, -36, 2006,),fire: 0xa20}, //fore-left
port_bottom:{loc:(-205, -36, -1700,),fire: 0x920}, //aft-left
port_bottom:{loc:(158, -36, -1700,),fire: 0x520}, //aft-right

port_fore:{loc:(-118,6,2233,),fire: 0x84}, //left
port_fore:{loc:(125,8,1256,),fire: 0x44}, //right

port_aft:{loc:(-144,8,-1783,),fire: 0x48}, //left
port_aft:{loc:(104,8,-1783,),fire: 0x88}, //right

port_right:{loc:(990,5,-540,),fire: 0xc02},
port_right:{loc:(990,5,-597,),fire: 0xc02},

port_left:{loc:(-721,100,-464,),fire: 0x801}, //top
port_left:{loc:(-721,-86,-464,),fire: 0x401}, //bottom

I think this should be right.

Anyways, as to the turrets. I guess lighting is the most likely problem. But..

um. im gonna test it with stock weapons in there (phalanx ball turrets). one sec
@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

It wouldn't look very good. I think turret lighting is pretty "rough" already. The whole turret uses one lighting value...

but as an option it'd be nice.

Oh and I don't have much to do so I did the thruster settings. LOL
port_top:{loc:(166, 44, 1100,),fire: 0x910}, //fore-right
port_top:{loc:(-168, 44, 2006,),fire: 0x510}, //fore-left
port_top:{loc:(-205, 44, -1700,),fire: 0x610}, //aft-left
port_top:{loc:(158, 44, -1700,),fire: 0xa10}, //aft-right


port_bottom:{loc:(166, -36, 1100,),fire: 0x620}, //fore-right
port_bottom:{loc:(-168, -36, 2006,),fire: 0xa20}, //fore-left
port_bottom:{loc:(-205, -36, -1700,),fire: 0x920}, //aft-left
port_bottom:{loc:(158, -36, -1700,),fire: 0x520}, //aft-right

I think this should be right.

what are those for? I thought I did the varnics thrusters already
whats with the fire : 0x520 , and stuff...
actually.. whats with those period, Ive never seen that format before
Jason Blaz
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Mehrunes
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RE: Turrent problems again

Post by Mehrunes »

That's the new format the allows you to set which axis of rotation or linear movement causes a thruster to fire. So if you dive, your upper, forward and lower, aft mounted thrusters will fire, for instance.
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TheDeadlyShoe
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RE: Turrent problems again

Post by TheDeadlyShoe »

Yeah I didn't paste the whole thing by accident. That new stuff is basically for the B5 mod, it would let you do all the fancy stuff ith the Starfury's thrusters. *g*

*EDIT*

LOL! With Phalanx Turrets, I got LOWER fps. I think it was actually because of all the shots going around rather than the models, though...

http://www.deadlyshoe.com/starshatter/uhoh.jpg

(picture is kidna big so changed it to a link)
@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 »

um okay, thats really really cool, do you guys have like a explanation of how this works, I will for sure include this over what I had before, that would rock, I was bugged before that the thrusters didnt seem to work right.
Jason Blaz
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Mehrunes
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RE: Turrent problems again

Post by Mehrunes »

The fire parameter works like the target parameter in weapons. My site has a description of it.
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DamoclesX
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RE: Turrent problems again

Post by DamoclesX »

awsome, I"ll set it up the second I finish getting this frazi imported, this is really cool.

I"m still at a total loss on these turrents, it could be that tracing thing with the lighting, sigh, damn problems, its always the small ones!
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TheDeadlyShoe
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RE: Turrent problems again

Post by TheDeadlyShoe »

I'm not sure if there's anything that can be done about the turrets, except perhaps providing a turrets-less version of the mod if necessary.

it snot like you need great FPS to play SS though...

of course you might exclude Milo...unless he upgrades...lol [;)]
@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 »

Yeah, poor milo and that MX. That alone might be enough to get him to figure out and fix the problem. [:D]
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TheDeadlyShoe
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RE: Turrent problems again

Post by TheDeadlyShoe »

let's hope so [;)]

Side note:

In the comparison pictures i posted earlier the turrets shouldn't even be drawing, and they arn't as far as i could tell, examining it. Which makes me think maybe it's the articulated turret AI?
@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 »

ya it could be, ive thought for a long time something is screwed up with the articulated turrent code, it just makes no sence for such a fps drop

I seem to remember still getting that drop even if I didnt load the ship model, just loaded a box in its place, I'll have to try that
Jason Blaz
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Mehrunes
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RE: Turrent problems again

Post by Mehrunes »

I tested with single piece turrets (the cubes) and there was no improvement. Zooming out to where the turrets disappeared brought me back up to what I was getting without any turrets.
Mehrunes
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RE: Turrent problems again

Post by Mehrunes »

meep
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DamoclesX
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RE: Turrent problems again

Post by DamoclesX »

ya tell me about it, still got nothing,
Jason Blaz
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TheDeadlyShoe
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RE: Turrent problems again

Post by TheDeadlyShoe »

Save us milo!
@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 »

its a bit out of hand.

granted the hyperion is a higher poly model, I think nearly 5k when you factor in all the turrents, but 18fps? with 2? 30 with one(ships that is)
I would get 60 without turrents


hell, on the old hyperion that was like 8k I would get 40fps or so...

if you guys want, I might put it up someplace and give you the links, right now I'm at the point where I"m just gonna suggest your system specs lol!(and since I'm upgrading.... lol)
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