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TheDarkWraith 05-18-11 06:16 AM

Quote:

Originally Posted by Captain Can (Post 1666088)
wow i can't believe that game engine can't handle more than 10-15 ships around harbor. what a shame on devs. :down:

It's not just harbors. Ever ran into a LARGE convoy of say 15+ ships? Same thing happens. If you look at the complexity of the units used I can partly see why. Another part of it is the relatively complex AI that they gave us. Since it is scripted it has to run through those routines for every ship. This takes CPU time to do.

Rongel 05-18-11 06:24 AM

Quote:

Originally Posted by Zedi (Post 1666028)
Its dark. But pls dont bother with it anymore, they look already good without any shadow map. Is just a waste of time, we have may other things to fix much more important. Take your time with the ships, all I need is only their cfg file. And thats not even so important as the new ships will be automatically placed into the generic traffic and convoys once their cfg is inserted into the roster.

I also waste way too much time on details.. there are days since I have no serious progress on the campaign. After almost 3 days spent on reworking Kiel based on historical photos, reports etc.. I just found out that it was a huge waste of time. If there are more than 10-15 ships in port around the player, the fps drop to 0.

There is no word to express my level of frustration and anger just because my dream was to build up living harbors with all kinda stuff in it, to have the feeling we leave or enter into a real port, not an abandoned harbor as it is in stock game. Im very disappointed about this issue, but there is nothing I can do about.

The design of this game is just bad from start to the end. There is no excuse on why only 10-20 ships can kill your fps when games like Mafia2 can render millions of cars, buildings and even ants on high detail without any stress on the player pc. This is really a bad quality product :nope:

I can understand the frustration... And agreed, this is no Mafia 2, or some well polished good product, far from it, sometimes it seems that really nothing works 100 % in the stock game, every single aspect needs fixing. But still, to me, ports with lets say 7 ships create a feeling of life. I'm quite okay with the starting harbours and their limited illusion of life.

What I don't like is to see, is totally empty ports when I sneak to some coastal city, and this happens many, many times. Almost like a ghost city, not even a single fishing boat... So if you could add even a small dose of life there, I would be happy. Don't know if it's possible or too big project... Anyway, I really respect your work on this!

Stormfly 05-18-11 06:38 AM

yes, and it is known that good looking low poly models are much expensive in comparison to a model which use more poly`s to look even good.

Zedi 05-18-11 06:46 AM

The enemy ports will be different now, Trevally is a huge help on this. We will bring life in every major ports all around the map, TDW boat is already placed all around UK and ofc will be present on US harbor defense.

But here is also another problem that I just cannot solve.. ships tend to get stuck after a while and I found no solution for this. Its just makes me angry to see that when I arrive in Scapa, all patrol ships just sit there and sound the alarm.. I can blow up the whole port and they will not react in any way. Its just a core bug we cannot resolve.

And the player ports... its a huge disappointment for me. This was my biggest dream in SH5.. to have a living port, to sail out with tc1 and admire the sight, to have the feeling of a real port whit busy traffic, horn blowing, aircrafts flying over me heading to the enemy ports.. to feel Im an important part of this war and not just a looser in some empty harbor. And this will never happen just because this game has such a bad design, maybe the worst in the whole game industry :wah:

Quote:

Originally Posted by Stormfly (Post 1666116)
yes, and it is known that good looking low poly models are much expensive in comparison to a model which use more poly`s to look even good.

Thats just not true, see Mafia 2. SH5 its all about bad design and concept.

urfisch 05-18-11 11:04 AM

yes, vanilla sh5 is nice looking, but crappy, stinky bull----...thats right. this is what let me play the "game" for just 10min since it was released.

but i am taking part in this hopefully ongoing progress these nice handcrafters are doing here! Maybe "Kaleun Urfisch" is going again on service some day...like in good old sh3 days.

AND

Possible solution for fps drop in harbours: Use SH4 or SH3 ships instead of the SH5 models for ships, which are only "decoration" and more far away. This should leave some more cpu for the game.

OR

Clone existing SH5 ships and "cut" them down, to ghost ships with only the hull existing, without any routines and scripts. Maybe this also works.

:hmmm:

Stormfly 05-18-11 11:38 AM

why should a high polygon model be more valued than a low poly if both models have the same quality but the high poly model eat more performance :06:

SteelViking 05-18-11 12:20 PM

Guys, if I can just get one last thing working I will send you the NAMC with the new SH4 gun texture.

I cannot add the NAMC to a mission with the mission editor. The way I started testing the NAMC in game(and have been testing) was to just rename all the folders and .cfg files as one of the ships that came in Das_Campaign so I could just use one of the already made test missions.

That worked fine, but I am not sure why the mission editor won't let me add it.

Here is the error it is giving me:

The unit class NAMC from country British not found in the platforms library.

:06:

Zedi 05-18-11 12:21 PM

Quote:

Originally Posted by urfisch (Post 1666230)
...

Possible solution for fps drop in harbours: Use SH4 or SH3 ships instead of the SH5 models for ships, which are only "decoration" and more far away. This should leave some more cpu for the game.

OR

Clone existing SH5 ships and "cut" them down, to ghost ships with only the hull existing, without any routines and scripts. Maybe this also works.

:hmmm:

SH4 ships dont seems to make a big difference. But the idea of ghost/zombie ships is interesting and it may work. I have no clue how that can be done and anyway I already have my hands full with the work on the campaign.

High poly is not an issue here, the mafia 2 cars are much better models than any ships we have here. Its about optimizing the game and most of all, know how to do it right.

reaper7 05-18-11 12:31 PM

Quote:

Originally Posted by SteelViking (Post 1666257)
Here is the error it is giving me:

The unit class NAMC from country British not found in the platforms library.

:06:

Hi Mate this is due to the Class unit name not being consistent through all your files.

You need the Following: Eg if your calling it NAMC

In the SEA Ship Folder in NAMC.cfg file: (Rename to your Class Type and Names)

[UnitClass]
ClassName=NAMC
UnitType=104 ;Unitype you can find in the Names.cfg in the Roster Folder
AppearanceDate=19420228
DisappearanceDate=19470101
DisplayName=Your Ship Display Name


[Unit 1]
Name=Ships Name eg The Rose
DOC=19420228
DOD=19470101


Then Under Roster for the Countries you use eg.Germany is a copy of the above for NAMC.cfg

[UnitClass]
ClassName=NAMC
UnitType=104
AppearanceDate=19420228
DisappearanceDate=19470101
DisplayName=Your Ship Display Name


[Unit 1]
Name=Ships Name eg The Rose
DOC=19420228
DOD=19470101


And last but very Important to not get your error.

In the Names.cfg file in the Roster folder.

Add an entry for your boat Classname type

NAMC=Your Ship Display Name

That will allow you to use your ship in the mission Editor with out library error :up:

Stormfly 05-18-11 12:31 PM

if they are placed with option "docked ship", they are without ai or ?

TheDarkWraith 05-18-11 12:35 PM

Quote:

Originally Posted by Stormfly (Post 1666264)
if they are placed with option "docked ship", they are without ai or ?

docked ships still have AI. IRAI has tactics for docked ships.

SteelViking 05-18-11 12:36 PM

Quote:

Originally Posted by Zedi (Post 1666259)
SH4 ships dont seems to make a big difference. But the idea of ghost/zombie ships is interesting and it may work. I have no clue how that can be done and anyway I already have my hands full with the work on the campaign.

High poly is not an issue here, the mafia 2 cars are much better models than any ships we have here. Its about optimizing the game and most of all, know how to do it right.

Couldn't we just remove the cmdr_AIShip controller and node? Wouldn't that make it a zombie ship.

reaper7 05-18-11 12:36 PM

Quote:

Originally Posted by Zedi (Post 1666259)
High poly is not an issue here, the mafia 2 cars are much better models than any ships we have here. Its about optimizing the game and most of all, know how to do it right.

Yes Optimization is key to good looking ships with low performance hit :yep:.
Hans will be making his tutorials on how to achiev this with the SH3/4 models once our SH3 WIP Mod is released.
And believe me he knows his stuff, so this will be available to all SH5 ship importers soon enough :up:

TheDarkWraith 05-18-11 12:41 PM

Quote:

Originally Posted by SteelViking (Post 1666267)
Couldn't we just remove the cmdr_AIShip controller and node? Wouldn't that make it a zombie ship.

I did that to the mines and subnets. Zedi had a 'mine field' of 1000 of these things and it brought my system to it's knees...FPS 0-1. Game just can't handle a significant number of units at a time.

Zedi 05-18-11 01:29 PM

True, that was a test version. Was hopping I can cover a large area with a single spawn point but failed. Now I got max 20 mines into a spawn point and even so its pretty resource hungry. And this is only a mine field, not some fancy ships. :nope:


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