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#1 |
Navy Seal
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Rongel, this is very important breakthrough , TY very much!
![]() So, with "default" starshels ships can actually see you better ?
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#2 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
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Brilliant finding Rongel; this reduces our field of investigation considerably
![]() Two thoughts: - as I have told you a few weeks ago, SHIII and SH5 starshells are pretty similar when looked on file. Yet, afaik, SHIII isn't affected by the same lagging issue as SH5; at least not as much. This is pretty weird considering that SH5 is an evolution of the previous game, and makes me to wonder if the culprit is some of the (4/2) node attributes which might have changed since SHIII, rather than the node itself. ![]() - SH5's and, if memory serves me well, SHIII's starshell omni light effects are animated, probably for simulating light trembling. In SH5, this effect has a rate of one frame every thirtieth of second, and can be a serious fps eater. I am pretty sure that removing the LightAnimation node, or toning its frame rate down, would make the game much smoother when the starshell effect is played, and wouldn't affect starshell's functionality. Quote:
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#3 | |||
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
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When I had made the non-lagging starshell, I tried to add the omni-light to sub-node, but as soon the light node was there, the lagging started again. Even when I changed the omni light to particles.dat lag began again. So to me it seems that there can't be any other reason than the omnilight-node. It lights the ships really beautifully, it's direction is also calculated, and I think this causes stress to computer. There is even a small lag when the effect goes out. My guess is that SH 5's Granny-world doesn't understand the light system from the previous games. Infact there doesn't seem to be any "real lights" in SH 5, even the lights in the bunker and in the sub are just bright 3D objects with a particle halo around, they don't emit actual light at all! |
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#4 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#5 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
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#6 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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#7 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
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I noticed something like that.. related to lag.. some time ago. I forgot to tell you.... each time after I install mods... I make a mod for myself.. remove red flare. I modify. 2 lines.. in zones.cfg:
[DistressFlareWarship] Multiplier=1.000000 Flotability=0.000000 Critic Flotation=0.300000 Armor Level=-1 HitPoints=130 Destructible=No Critical=No Effect1=Command_room_crewman_splinter_explosion_es cort, 40 ;Effect2=Distress_Flare_Red, 75 FloodingTime=59.999996 CargoType=None [DistressFlareMerchant] Multiplier=1.000000 Flotability=0.000000 Critic Flotation=0.300000 Armor Level=-1 HitPoints=65 Destructible=No Critical=No Effect1=Command_room_crewman_splinter_explosion_me rchant, 40 ;Effect2=Distress_Flare_Red, 75 FloodingTime=59.999996 CargoType=None I just put in front of thos 2 lines '';'' to not be executed.... if I am remember well, tdw knows that this red flare is resource consuming, but I do not remember if he fixed that! Last edited by stoianm; 11-03-13 at 10:58 AM. |
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#8 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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That is right stoianm, but I think Rongel was looking for a way to make flare effects lesser GPU intensive, without giving them up. And no, TDW has not addressed the proble yet
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