Is there a way to reduce the emitter detail on Flame Tanks? [message #98198] |
Tue, 29 June 2004 15:13 |
flyingfox
Messages: 1612 Registered: February 2003 Location: scotland, uk
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General (1 Star) |
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I don't know if the emitters are the problem with it taking your FPS to hell but there was a topic sometime back where people started talking about reducing something to do with it which took away the FPS problems it creates when many are used. How do you do this and do you need any additional software to?
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Is there a way to reduce the emitter detail on Flame Tanks? [message #98234] |
Tue, 29 June 2004 19:44 |
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htmlgod
Messages: 360 Registered: July 2003
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Commander |
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My understanding of the issue was that the drop in performance due to Flame emissions was not the actual rendering of the emissions, but rather the CPU processing required to calculate the trajectories of the projectiles - youi see, the flame-thrower and flametank both use shotgun type projectiles, which fire multiple projectiles at once, at an extremely high rate of fire, so there is a lot of calculating for the processor to do as to where these projectiles will hit. That is what causes the drop in performance, so to reduce the drop in FPS, one would have to modify the projectiles, which would have to be in a modification of the Objects.ddb controller file, or in a whole new Objects.ddb such as for a total conversion mod.
Check out http://newhope.conquergaming.com to see the progress of the STARWARS mod for Renegade.
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Is there a way to reduce the emitter detail on Flame Tanks? [message #98296] |
Wed, 30 June 2004 06:38 |
flyingfox
Messages: 1612 Registered: February 2003 Location: scotland, uk
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General (1 Star) |
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Bah. If I learn out how to modify that objects file, is it possible to get an approved objects.ddb on renguard? Although the file would have to be used after logging on to WOL, seems a bit of work to do every time you want to play. From my understanding too this would change the game for you only and you'd end up doing more/less damage to people depending on how you modified it??
By the way, maybe some computers notice a difference in FPS with less emitter, you can't rely on just 2 computers to determine that.
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Is there a way to reduce the emitter detail on Flame Tanks? [message #98297] |
Wed, 30 June 2004 06:53 |
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htmlgod
Messages: 360 Registered: July 2003
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Commander |
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Well to reduce the FPS drop, you would have to reduce the number of projectiles being fired, so to compensate you would also have to raise the amount of damage done by each projectile. In the end it would probably significantly change the functionality of the Flame Thrower weaponry, and so it is unlikely that it will ever be approved by Renguard. Maybe in one of their Core Patches they will address this issue, but it seems unlikely to me.
flyingfox | By the way, maybe some computers notice a difference in FPS with less emitter, you can't rely on just 2 computers to determine that.
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You missed the point. The FPS drop isn't caused by the emitter, which is why reducing the presence of the emitter won't change anything, on any computer. In order for the emitter to have a profound effect on the FPS, you would have to have a REALLY SLOW graphics card, and a REALLY FAST cpu, because in any other case the computer handles the emitters themselves well enough, but the projectile trajectory calculations are overwhelming.
Check out http://newhope.conquergaming.com to see the progress of the STARWARS mod for Renegade.
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Is there a way to reduce the emitter detail on Flame Tanks? [message #98404] |
Wed, 30 June 2004 15:48 |
icedog90
Messages: 3483 Registered: April 2003
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General (3 Stars) |
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Newer computers handle this significantly better. It barely affects the speed unless you have 5 or more Flame Tanks rushing the AGT. It seems to be a lot like how turning everything low in Renegade on a fast computer doesn't change the speed at all, it is barely the same FPS (unless you change the resolution).
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Is there a way to reduce the emitter detail on Flame Tanks? [message #98970] |
Fri, 02 July 2004 14:34 |
flyingfox
Messages: 1612 Registered: February 2003 Location: scotland, uk
Karma: 0
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General (1 Star) |
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htmlgod | Well to reduce the FPS drop, you would have to reduce the number of projectiles being fired, so to compensate you would also have to raise the amount of damage done by each projectile. In the end it would probably significantly change the functionality of the Flame Thrower weaponry, and so it is unlikely that it will ever be approved by Renguard. Maybe in one of their Core Patches they will address this issue, but it seems unlikely to me.
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Thanks, and I think it may be possible to keep the balance although flamethrowers and chemical sprayers do seem to be quite dynamic in damage compared to the rest of the features in the game. Maybe lag is the cause of that. But anyway lets say for each flame fired, 3 projectiles hit and for each projectile, 3 damage is done. That would = 9 damage. If you make 1 flame fire 1 projectile, just give that projectile 9 damage. In theory this would work out the same, but it's probably more complicated than that and it might end up giving flamethrowers more power than usual because of the way the projectiles hit around near the flame and normally every projectile might not hit an enemy because of this. With a single projectile being used for a single flame it would do maximum damage if hit and no damage if missed, even in the flame touched the enemy.
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