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Turrent problems again

Posted: Fri Jul 16, 2004 12:52 am
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
}
//

RE: Turrent problems again

Posted: Fri Jul 16, 2004 1:22 am
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.

RE: Turrent problems again

Posted: Fri Jul 16, 2004 1:30 am
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
}

RE: Turrent problems again

Posted: Fri Jul 16, 2004 1:39 am
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.

RE: Turrent problems again

Posted: Fri Jul 16, 2004 1:42 am
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...

RE: Turrent problems again

Posted: Fri Jul 16, 2004 1:43 am
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.

RE: Turrent problems again

Posted: Fri Jul 16, 2004 1:50 am
by TheDeadlyShoe
1700 poly ship test, no affect. But I have pretty high system specs.

Image
*edit* url typo

RE: Turrent problems again

Posted: Fri Jul 16, 2004 2:03 am
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

RE: Turrent problems again

Posted: Fri Jul 16, 2004 2:11 am
by TheDeadlyShoe
It shouldn't have anything to do with it. [;)]

But it's a difference.

RE: Turrent problems again

Posted: Fri Jul 16, 2004 2:12 am
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

RE: Turrent problems again

Posted: Fri Jul 16, 2004 2:35 am
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]

RE: Turrent problems again

Posted: Fri Jul 16, 2004 3:00 am
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

RE: Turrent problems again

Posted: Fri Jul 16, 2004 3:15 am
by TheDeadlyShoe
ACE is even more evil than Quicktime or Flash. That's pretty darn tootin evil!

RE: Turrent problems again

Posted: Fri Jul 16, 2004 3:36 am
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.

RE: Turrent problems again

Posted: Fri Jul 16, 2004 3:42 am
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,

RE: Turrent problems again

Posted: Fri Jul 16, 2004 3:53 am
by Mehrunes
Athlon XP 2800, 512 DDR, GeForce 5900 Ultra.

My money's still on the lighting engine.

RE: Turrent problems again

Posted: Fri Jul 16, 2004 3:54 am
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.

RE: Turrent problems again

Posted: Fri Jul 16, 2004 3:55 am
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

RE: Turrent problems again

Posted: Fri Jul 16, 2004 3:57 am
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

RE: Turrent problems again

Posted: Fri Jul 16, 2004 4:05 am
by TheDeadlyShoe
alright: With Turrets:

Image

Without Turrets:

Image

Without Turrets, With Crazy Craploads of Shots:

Image