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Old 07-02-11, 03:57 AM   #571
Zedi
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Rongel, I think this is just a bad game load. Sometimes happens with me too when I have such a low fps that I cant even move the mouse and a complete restart of the game is required.

Im saying this because I run this campaign with only 2Gigs and I dont have any fps loss in ports. Thats since SteelViking made the Z ships, maybe you remember the time when I was frustrated because Im unable to place ships in ports because they are a fps killer, so he made those ships to be used in ports. What is a real fps killer is the minefield.
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Old 07-02-11, 11:47 AM   #572
Rongel
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Originally Posted by Zedi View Post
Rongel, I think this is just a bad game load. Sometimes happens with me too when I have such a low fps that I cant even move the mouse and a complete restart of the game is required.

Im saying this because I run this campaign with only 2Gigs and I dont have any fps loss in ports. Thats since SteelViking made the Z ships, maybe you remember the time when I was frustrated because Im unable to place ships in ports because they are a fps killer, so he made those ships to be used in ports. What is a real fps killer is the minefield.
Okay, have to try it again! I played the campaing only two times, on the second time I was playing with lowered resolution (1600x900) but the FPS were still very low in harbour. But if others have it working, it must be something on my setup. I'll try to fix the bouy-sound soon. To my eyes bouys are still too brightly coloured but it might be just my opinion!
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Old 07-02-11, 12:19 PM   #573
TheDarkWraith
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Originally Posted by Rongel View Post
Okay, have to try it again! I played the campaing only two times, on the second time I was playing with lowered resolution (1600x900) but the FPS were still very low in harbour. But if others have it working, it must be something on my setup. I'll try to fix the bouy-sound soon. To my eyes bouys are still too brightly coloured but it might be just my opinion!
On my high end system I am getting 12-17fps in harbor (Total Germany - Kiel). Looking into why.....and already found many errors in the \data\Sea folder.
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Old 07-02-11, 12:30 PM   #574
LordNeuro"Serbia"
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Default I hope u will fix it

I hope u will fix it to work on lower end mashins too. I have dual core intel 6650 cloked on 2,8 2 gigs of ram dd2, gtx 460 gainward 1 bg, so i hope u will make same mirricole for as too (low end comps ovners) so we cann play thise amezing campaig.
Keep up the fantastic work.
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Old 07-02-11, 12:53 PM   #575
TheDarkWraith
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Originally Posted by LordNeuro"Serbia" View Post
I hope u will fix it to work on lower end mashins too. I have dual core intel 6650 cloked on 2,8 2 gigs of ram dd2, gtx 460 gainward 1 bg, so i hope u will make same mirricole for as too (low end comps ovners) so we cann play thise amezing campaig.
Keep up the fantastic work.
forgot to mention that I had 250 floating mines spawned outside of Kiel harbor (new Total Germany campaign) and that all my game settings are set to max and using 1920 X 1200 resolution. That's actually not bad considering how many units and non-units are being rendered/controlled. I've cut the mines to 125 and testing now to see what fps I get. Will edit with update...

with 250 mines I had ~17fps.
with 125 mines I had 19-20fps. What's so good about this is that the number of mines didn't really affect my FPS The changes I made worked.

Now will try with 500 mines. Will edit with update......
With 500 mines I had ~18fps. This is most excellent news!!

Now I'll see if I can make the floating mines be able to be spotted by crew.

Last edited by TheDarkWraith; 07-02-11 at 01:14 PM.
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Old 07-02-11, 01:22 PM   #576
Zedi
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Thats good new guys because I was about to release the mod tomorrow, even if I know that there are many problems left. Rongel, please do what you can with the buoys and their sounds and TDW please take a look on all enviro units and all Sea folder, especially on the mines. If you guys can improve them, then the mod is ready for release. Im waiting for updates on these units.

Im doing a complete reinstall of SH5 now and doing a last test to see if I can find bugs and fix them.
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Old 07-02-11, 01:30 PM   #577
TheDarkWraith
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Originally Posted by Zedi View Post
Thats good new guys because I was about to release the mod tomorrow, even if I know that there are many problems left. Rongel, please do what you can with the buoys and their sounds and TDW please take a look on all enviro units and all Sea folder, especially on the mines. If you guys can improve them, then the mod is ready for release. Im waiting for updates on these units.

Im doing a complete reinstall of SH5 now and doing a last test to see if I can find bugs and fix them.
I just sent you all a JSGME compatible mod fix to be enabled after the das campaign mod. This will fix the issues I listed in the PM. Feel free to send onto other testers. Once verified working correctly then it can be added to the mod.

Now we need more spawned mines Minimum spacing between mines has to be >= 125. This is because if less than this value and a mine is struck it will start a chain reaction that will detonate all other mines. If this is problem then I can make some adjustments (tell me what you need for minimum spacing).
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Old 07-02-11, 01:43 PM   #578
Zedi
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Im very happy for this, thanks TDW. Going to test this asap and I will increase the minefileds .. is there a safe limit of how many of them can I have in a spawn point? The distance is oke, now they have 500m distance.

Going to place this update in the campaign and test it.
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Old 07-02-11, 01:44 PM   #579
TheDarkWraith
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Originally Posted by Zedi View Post
Im very happy for this, thanks TDW. Going to test this asap and I will increase the minefileds .. is there a safe limit of how many of them can I have in a spawn point? The distance is oke, now they have 500m distance.

Going to place this update in the campaign and test it.
I did a test with 500 mines spawned and everything was good I have a very high-end system so I'm curious to know what everyone else sees FPS wise with the mod-fix enabled and near a mine spawn point or in Kiel harbor for that matter.

All the errors I fixed will probably fix the freezing flag problem also.
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Old 07-02-11, 02:10 PM   #580
Trevally.
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Quote:
Originally Posted by TheDarkWraith View Post
I did a test with 500 mines spawned and everything was good I have a very high-end system so I'm curious to know what everyone else sees FPS wise with the mod-fix enabled and near a mine spawn point or in Kiel harbor for that matter.

All the errors I fixed will probably fix the freezing flag problem also.
TDW - we had one bug that always caused a CTD
It happened when allied planes fly over our ports.
Our ports have zombie ships. With the errors you have spotted, could these zombie ships trying to fire cause the CTD.
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Old 07-02-11, 02:14 PM   #581
TheDarkWraith
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Originally Posted by Trevally. View Post
TDW - we had one bug that always caused a CTD
It happened when allied planes fly over our ports.
Our ports have zombie ships. With the errors you have spotted, could these zombie ships trying to fire cause the CTD.
I had planes flying over and no CTD. I was using my fixes also though. What port did this happen in? I tried Kiel.

The zombie ships now are total zombies. They can't and won't ever try to move or engage a target. They can't shoot - they can't do anything but bob up and down in the waves.

Have you noticed that the dolphins probably don't move in the campaign? Someone changed them into zombies. WHY? Since they are no longer a type of ship they can't move (or at least shouldn't be able to move). Someone also changed the animation I had given them.
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Old 07-02-11, 02:27 PM   #582
Trevally.
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Originally Posted by TheDarkWraith View Post
I had planes flying over and no CTD. I was using my fixes also though. What port did this happen in? I tried Kiel.
No - the ones in Kiel are Axis.
We were seeing this in a version where on the last campaign TheFinalYear - the ports were under air attack as you leave (Wilhelmhaven 1944).
We can tests and see if this fixes it.
Perhaps Zedi can send you the newest campaign version

Quote:
The zombie ships now are total zombies. They can't and won't ever try to move or engage a target. They can't shoot - they can't do anything but bob up and down in the waves.


Quote:
Have you noticed that the dolphins probably don't move in the campaign? Someone changed them into zombies. WHY? Since they are no longer a type of ship they can't move (or at least shouldn't be able to move)
In a test not long ago, I saw a pod of about 10 dolphins
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Old 07-02-11, 02:35 PM   #583
Zedi
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Originally Posted by Trevally. View Post
...
Perhaps Zedi can send you the newest campaign version
...
Working on this right now, Im adding the 500 minefields then packing the whole thing and sending out test versions. If no major problems will be reported, then we can release this mod tomorrow.

Rongel, if you work on the buoys sound, pls do it on the latest update from TDW!
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Old 07-02-11, 02:47 PM   #584
Trevally.
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Quote:
Originally Posted by Zedi View Post
Working on this right now, Im adding the 500 minefields then packing the whole thing and sending out test versions. If no major problems will be reported, then we can release this mod tomorrow.

Rongel, if you work on the buoys sound, pls do it on the latest update from TDW!
I am just about to test the old campaign version (with port attacks) to see if TDWs fixes fix it.
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Old 07-02-11, 03:03 PM   #585
TheDarkWraith
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Quote:
Originally Posted by Zedi View Post
Working on this right now, Im adding the 500 minefields then packing the whole thing and sending out test versions. If no major problems will be reported, then we can release this mod tomorrow.

Rongel, if you work on the buoys sound, pls do it on the latest update from TDW!
You still have errors that need to be fixed. Better to wait until everything is fixed. I'm fixing the dolphin now and then working on the zombie ships draft problem.
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