Home » Renegade Discussions » Mod Release Forum » RP2 2.1.1 Public Test HOLY SHIT UPDATE 4/28/10
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Re: RP2 2.0 Public Test UPDATED 3/12/2010 THIS MOD MAKES ME RANDY [message #424190 is a reply to message #424180] |
Mon, 29 March 2010 18:56 |
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GEORGE ZIMMER
Messages: 2605 Registered: March 2006
Karma: 0
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General (2 Stars) |
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HaTe wrote on Mon, 29 March 2010 19:09 | Will the test servers horrible lag be fixed by then? Playing with an average of 10 fps, when used to 75 can get a tab bit.....annoying. Can't even actually PLAY on it....not even race, one second in the city, next in the ocean. Great map and mod, just terrible lag .
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Yeah, it's gotten pretty bad. Next update's supposed to focus on optimization. Then again, Napalmic's been saying that for awhile
Toggle SpoilerScrin wrote on Sat, 24 January 2009 13:22 |
cAmpa wrote on Sat, 24 January 2009 12:45 | Scrin, stop pming people to get the building bars.
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FUCK YOU AND THIS SHIT GAME WITH YOUR SCRIPTS!!! I HAVE ASKING YOU AND ANOTHER NOOBS HERE ABOUT HELP WITH THAT BUILDING ICONS FEATURES FOR YEARS, BUT YOU KEEP IGNORING ME AND KEEP WRITE SHIT, SO BURN YOU AND YOUR ASSLICKERS FRIENDS, THIS TIME I'M NOT COME BACK!!!!!!!!!
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Re: RP2 2.0 Public Test UPDATED 3/12/2010 THIS MOD MAKES ME RANDY [message #424196 is a reply to message #424190] |
Mon, 29 March 2010 19:02 |
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HaTe
Messages: 923 Registered: August 2007
Karma: 0
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Colonel |
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Pretty bad is a huge understatement. How about removing all of the features that really no1 uses....like the random bots in the gas station...Jerard's "secret" island....and all of the other things that the normal player wouldn't use? I'd rather have the public happy than the admins and makers, if i were them. But hey, that's just me. Not to mention the commands....and the weather....and the thousands of objects that do not disappear until the next game - up to like 14 hours, begins. Can really drop ones fps, as well as the sfps..
‘All that is necessary for the triumph of evil is that good men do nothing’ - Edmund Burke
[Updated on: Mon, 29 March 2010 19:03] Report message to a moderator
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Re: RP2 2.0 Public Test UPDATED 3/12/2010 THIS MOD MAKES ME RANDY [message #424198 is a reply to message #424196] |
Mon, 29 March 2010 19:07 |
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GEORGE ZIMMER
Messages: 2605 Registered: March 2006
Karma: 0
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General (2 Stars) |
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HaTe wrote on Mon, 29 March 2010 20:02 | Pretty bad is a huge understatement. How about removing all of the features that really no1 uses....like the random bots in the gas station...Jerard's "secret" island....and all of the other things that the normal player wouldn't use? I'd rather have the public happy than the admins and makers, if i were them. But hey, that's just me. Not to mention the commands....and the weather....and the thousands of objects that do not disappear until the next game - up to like 14 hours, begins. Can really drop ones fps, as well as the sfps..
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Trust me, I bitched so much about the random goddamn bots in the gas station. Pissed me off because they're useless to have there :\
Jerad's island is also shitty, if you look at the bridge it brings your FPS down.
LOL, GET A BETTER COMPUTER, GG is basically the response I get to that
Toggle SpoilerScrin wrote on Sat, 24 January 2009 13:22 |
cAmpa wrote on Sat, 24 January 2009 12:45 | Scrin, stop pming people to get the building bars.
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FUCK YOU AND THIS SHIT GAME WITH YOUR SCRIPTS!!! I HAVE ASKING YOU AND ANOTHER NOOBS HERE ABOUT HELP WITH THAT BUILDING ICONS FEATURES FOR YEARS, BUT YOU KEEP IGNORING ME AND KEEP WRITE SHIT, SO BURN YOU AND YOUR ASSLICKERS FRIENDS, THIS TIME I'M NOT COME BACK!!!!!!!!!
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Re: RP2 2.0 Public Test UPDATED 3/12/2010 THIS MOD MAKES ME RANDY [message #424233 is a reply to message #424212] |
Tue, 30 March 2010 11:40 |
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Canadacdn
Messages: 1830 Registered: September 2005 Location: Temple of Nod
Karma: 0
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General (1 Star) PLECOS MASTER |
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CarrierII wrote on Tue, 30 March 2010 10:59 | Have they done the epic vis calculation?
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Unfortunately, VIS on RP2 would be pretty much impossible or a gigantic pain in the ass to implement. It's kind of hard to do without getting memory errors. Too bad there isn't a 64-bit leveledit.
Also, the bots are optional. They can be disabled by unchecking "spawn weapons" in server options.
[Updated on: Tue, 30 March 2010 11:42] Report message to a moderator
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Re: RP2 2.0 Public Test UPDATED 3/12/2010 THIS MOD MAKES ME RANDY [message #424256 is a reply to message #424198] |
Tue, 30 March 2010 15:06 |
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HaTe
Messages: 923 Registered: August 2007
Karma: 0
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Colonel |
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GEORGE ZIMMER wrote on Mon, 29 March 2010 20:07 |
HaTe wrote on Mon, 29 March 2010 20:02 | Pretty bad is a huge understatement. How about removing all of the features that really no1 uses....like the random bots in the gas station...Jerard's "secret" island....and all of the other things that the normal player wouldn't use? I'd rather have the public happy than the admins and makers, if i were them. But hey, that's just me. Not to mention the commands....and the weather....and the thousands of objects that do not disappear until the next game - up to like 14 hours, begins. Can really drop ones fps, as well as the sfps..
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Trust me, I bitched so much about the random goddamn bots in the gas station. Pissed me off because they're useless to have there :\
Jerad's island is also shitty, if you look at the bridge it brings your FPS down.
LOL, GET A BETTER COMPUTER, GG is basically the response I get to that
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Exactly the response i got. Really makes me want to rejoin the server in the future...eh?
‘All that is necessary for the triumph of evil is that good men do nothing’ - Edmund Burke
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Re: RP2 2.0 Public Test UPDATED 3/12/2010 THIS MOD MAKES ME RANDY [message #424257 is a reply to message #424233] |
Tue, 30 March 2010 15:06 |
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GEORGE ZIMMER
Messages: 2605 Registered: March 2006
Karma: 0
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General (2 Stars) |
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Canadacdn wrote on Tue, 30 March 2010 12:40 | Also, the bots are optional. They can be disabled by unchecking "spawn weapons" in server options.
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NO.
This is shitty reasoning to keep them- they serve no purpose other than to be weapon tests. And even then, there's already hobos in the target practice area.
Plus, disabling spawn weapons means keycards don't respawn.
Toggle SpoilerScrin wrote on Sat, 24 January 2009 13:22 |
cAmpa wrote on Sat, 24 January 2009 12:45 | Scrin, stop pming people to get the building bars.
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FUCK YOU AND THIS SHIT GAME WITH YOUR SCRIPTS!!! I HAVE ASKING YOU AND ANOTHER NOOBS HERE ABOUT HELP WITH THAT BUILDING ICONS FEATURES FOR YEARS, BUT YOU KEEP IGNORING ME AND KEEP WRITE SHIT, SO BURN YOU AND YOUR ASSLICKERS FRIENDS, THIS TIME I'M NOT COME BACK!!!!!!!!!
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Re: RP2 2.0 Public Test UPDATED 3/12/2010 THIS MOD MAKES ME RANDY [message #424446 is a reply to message #424292] |
Fri, 02 April 2010 00:50 |
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Jerad2142
Messages: 3809 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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HaTe wrote on Mon, 29 March 2010 19:09 | Will the test servers horrible lag be fixed by then?.
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FPS is your side not the server.
HaTe wrote on Mon, 29 March 2010 19:09 | Playing with an average of 10 fps, when used to 75 can get a tab bit.....annoying. Can't even actually PLAY on it....not even race, one second in the city, next in the ocean. Great map and mod, just terrible lag .
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Tell me when you make a Ren map that covers over 100000000 on the x*y field that doesn't cause lag and is something more than just a plane and a few boxes.
GEORGE ZIMMER wrote on Mon, 29 March 2010 20:07 |
Jerad's island is also shitty, if you look at the bridge it brings your FPS down.
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Looking at mainland makes my fps drop, lets take that out.
GEORGE ZIMMER wrote on Mon, 29 March 2010 20:07 |
LOL, GET A BETTER COMPUTER, GG is basically the response I get to that
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Guess we need a new one, okay, how about, make your own map, or else stop bitching about what others do for you for free.
RP2 has higher requirements then vanilla Ren, I'd think you would have figured that out by now.
Reaver11 wrote on Wed, 31 March 2010 02:56 | Can't you make like four big vis sectors?
(And for flying probably keep one big vissector)
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Vis only does for 20 meters above each plane at max, and beings aircraft can get 2000 meters into the air, even shitty vis would use vast amounts of Ram to generate. In addition we would have to be able to generate the pathfind for all 100000000+ meters of the map (as pathfind is a prerequisite of vis).
Vis is thus impossible for rp2.
Thus here are your options:
1. Buy a new computer. (this one is known to work).
2. Upgrade your current computer. (this one is known to work).
3. Use a game exe with a lower view distance (like 100m instead of 300). (This one is known to work with some people's computers).
4. Wait and see if scripts 4.0 causes a huge frame boost in Ren. (May work, but don't hold your breath).
5. Complain and be ignored. (Won't work, at best it will waste RP2 Team's time, meaning fewer updates and additions to the map).
Visit Jerad's deer sweat shop
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Re: RP2 2.0 Public Test UPDATED 3/12/2010 THIS MOD MAKES ME RANDY [message #424465 is a reply to message #424447] |
Fri, 02 April 2010 10:51 |
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HaTe
Messages: 923 Registered: August 2007
Karma: 0
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Colonel |
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Quote: | FPS is your side not the server.
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When i can maintain a steady 75 fps with 30 people in game, then join the rp2 server and can barely hold an 11 fps, i think it might not be my fault....
Quote: | Tell me when you make a Ren map that covers over 100000000 on the x*y field that doesn't cause lag and is something more than just a plane and a few boxes.
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Then fucking make it smaller, waist of time if you are going to make it, yet no1 will play it because of the lag. Make it smaller so less lag, and more people. Logic.
Quote: | Looking at mainland makes my fps drop, lets take that out.
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The mainland is a part of the map that people like, no1 cares about Jerad's land, except for maybe the admins. The portals cause lag, the land causes lag, and it's useless and pointless. The mainland is the actual map, Jerad's land is a fps killer.
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Guess we need a new one, okay, how about, make your own map, or else stop bitching about what others do for you for free.
RP2 has higher requirements then vanilla Ren, I'd think you would have figured that out by now.
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So you don't expect people other than admins and creators to play in the map? Then so be it. If you wish to get more players, then listen to the criticism, and do something about it.
Telling people who complain about lag to pretty much fuck off, when there is a HUGE lag increase in the server, is just plain stupid. Stop updating the map if you are doing more harm than good. Do something productive and decrease the lag.....none of us want to create a map of that size, because most of us don't have the time, don't know how, or could really care less. I fit into all 3 of those, but hell, i'm still a potential player in the rp2 server, so why the hell should you not listen to what i have to say? I'm not complaining for my own health, i obviously want you guys to fix it, so that i can play in it....
‘All that is necessary for the triumph of evil is that good men do nothing’ - Edmund Burke
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Re: RP2 2.0 Public Test UPDATED 3/12/2010 THIS MOD MAKES ME RANDY [message #424472 is a reply to message #424446] |
Fri, 02 April 2010 12:15 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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Jerad Gray wrote on Fri, 02 April 2010 01:50 |
Reaver11 wrote on Wed, 31 March 2010 02:56 | Can't you make like four big vis sectors?
(And for flying probably keep one big vissector)
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Vis only does for 20 meters above each plane at max, and beings aircraft can get 2000 meters into the air, even shitty vis would use vast amounts of Ram to generate. In addition we would have to be able to generate the pathfind for all 100000000+ meters of the map (as pathfind is a prerequisite of vis).
Vis is thus impossible for rp2.
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I'm not trying to be rude or anything I just want to put in some ideas so I'm going for option 6.
The pathfind generator is indeed a requirement to make your vis system. However the generation of the pathfind is not.
I have tried this out on the map field in leveledit.
(Though field is size matter not comparable to RP2)
The max sample height is indeed 20 meters. Yet by adding extra vis planes heigher in the air you can make the vis for flying units.
Though considering the vast size of the RP2 city I doubt vis is easy done. Even with my ideas.
Yet I do realise for me currently its easy talking since I'm not the one modding in RP2. (meaning I dont see the actual situation)
Conclusion:
I think a vis system is possible to be made for RP2 however I do realise this would take vast amounts of time. Probably in terms of months(especially to get it optimized).
Also I have respect for what you guys have made I know it's no easy to pull it off.
[Updated on: Fri, 02 April 2010 12:17] Report message to a moderator
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Re: RP2 2.0 Public Test UPDATED 3/12/2010 THIS MOD MAKES ME RANDY [message #424480 is a reply to message #424472] |
Fri, 02 April 2010 14:19 |
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Jerad2142
Messages: 3809 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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Reaver11 wrote on Fri, 02 April 2010 13:15 |
The pathfind generator is indeed a requirement to make your vis system. However the generation of the pathfind is not.
I have tried this out on the map field in leveledit.
(Though field is size matter not comparable to RP2)
The max sample height is indeed 20 meters. Yet by adding extra vis planes heigher in the air you can make the vis for flying units.
Though considering the vast size of the RP2 city I doubt vis is easy done. Even with my ideas.
Yet I do realise for me currently its easy talking since I'm not the one modding in RP2. (meaning I dont see the actual situation)
Conclusion:
I think a vis system is possible to be made for RP2 however I do realise this would take vast amounts of time. Probably in terms of months(especially to get it for optimized).
Also I have respect for what you guys have made I know it's no easy to pull it off.
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I'd like you to generate vis for CnC field, see how long that takes. Then decide how many cnc fields will fit into rp2 10,000x by 10,000y playing field, then decide how long that vis generation would take, then multiply that once for every time you need one forever 20m you go up into the air. In addition, one of the first steps of generation vis is building the dynamic Culling System, which indeed is pathfind. But even if it wasn't, all the other steps of vis DO use memory. Plus I have a feeling that having several trillion vis sectors would in the end cause your graphics card to do MORE work than just letting it render all the meshes already on the map.
HaTe wrote on Fri, 02 April 2010 11:51 |
Quote: | FPS is your side not the server.
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When i can maintain a steady 75 fps with 30 people in game, then join the rp2 server and can barely hold an 11 fps, i think it might not be my fault....
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RP2 is not a map, its a mod, it has higher system requirements then standard Ren.
CarrierII wrote on Fri, 02 April 2010 02:08 | /me wonders if it would be possible to hack the format of the stored vis data, and create a 64-bit exe to calc the vis...
Probably more effort than it's worth.
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Even if we did manage to pull it off I bet we'd turn around and find out ren is only 32 bit and thus couldn't support a 64 bit pathfind.
Visit Jerad's deer sweat shop
[Updated on: Fri, 02 April 2010 14:24] Report message to a moderator
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Re: RP2 2.0 Public Test UPDATED 3/12/2010 THIS MOD MAKES ME RANDY [message #424550 is a reply to message #421640] |
Sat, 03 April 2010 11:05 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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Well the biggest problem for visiblity I think is not that the vis is undouable but that the city you are building is in continue development.
Agreed even so if you are in the visstate you would probably need two full weeks of proccesing time. (If LE can survive that time)
Field total vis proccesing took 4 min on my laptop which is a 1,6ghz 512mb. (granularty of 8 sample size 20 meters)
Please don't blame me for trying to understand it.
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Re: RP2 2.0 Public Test UPDATED 3/12/2010 THIS MOD MAKES ME RANDY [message #424973 is a reply to message #424550] |
Wed, 07 April 2010 06:31 |
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Jerad2142
Messages: 3809 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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Reaver11 wrote on Sat, 03 April 2010 12:05 | Well the biggest problem for visiblity I think is not that the vis is undouable but that the city you are building is in continue development.
Agreed even so if you are in the visstate you would probably need two full weeks of proccesing time. (If LE can survive that time)
Field total vis proccesing took 4 min on my laptop which is a 1,6ghz 512mb. (granularty of 8 sample size 20 meters)
Please don't blame me for trying to understand it.
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You really have to do it on a granularity of 4 at the min unless you don't mind thousands of vis issues, do it again on 4 and you'll see that it becomes much more time consuming.
Regardless, the main issue here is that it will run out of ram in 32 bit form.
Plus if you get in an aircraft or on top of a building vis won't do you much good.
HaTe wrote on Sat, 03 April 2010 12:40 |
Quote: | RP2 is not a map, its a mod, it has higher system requirements then standard Ren.
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It's a map inside a mod, but that's beside the point...you seem to have ignored my other comments about the fps drop entirely..?
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I bet if all of bad company 2's maps were just flat planes the system requirements would be a lot lower.
CarrierII wrote on Sat, 03 April 2010 12:50 | The data generated by the 64-bit exe would be for the 32-bit renegade engine, but the 64-bit exe would be able to address the extra ram required to store all of the working variables etc.
I wonder if Yrr could shed light on the data format, because he's known to have looked into it (LevelRedit)
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My main thought is if a 32 bit LE can't access all the memory it would need to generate vis, then even if we made vis using 64 bit LE ren probably wouldn't be able to allocate the memory needed to process the vis, I could be wrong though.
Visit Jerad's deer sweat shop
[Updated on: Wed, 07 April 2010 06:33] Report message to a moderator
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