Emitter Caching [message #427895] |
Sun, 09 May 2010 19:30 |
Poskov
Messages: 235 Registered: March 2008 Location: Western Oceania
Karma: 0
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Recruit |
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When objects/surfaces are shot at when you first startup ren,
decals will appear, but the emitters for those surfaces won't appear until they're shot at for a couple more seconds.
TT should make ren read every emitter (w3ds that start with e_) and preload them when you start a game. It'll take a little longer to load a map, but it'll look better ingame.
[Updated on: Sun, 09 May 2010 19:38] Report message to a moderator
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Re: Emitter Caching [message #430699 is a reply to message #427895] |
Mon, 14 June 2010 07:13 |
Poskov
Messages: 235 Registered: March 2008 Location: Western Oceania
Karma: 0
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Recruit |
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Yeah, ren should read all the E_ w3ds in its directory/dat files;
my ren loads up in a flat 4 sec with max settings. Making the load time 6 or 7 seconds, for the emitters to preload is a good trade-off.
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Re: Emitter Caching [message #430711 is a reply to message #427895] |
Mon, 14 June 2010 14:39 |
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GEORGE ZIMMER
Messages: 2605 Registered: March 2006
Karma: 0
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General (2 Stars) |
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If it reduces any FPS lag, too, that'd be fantastic. High amounts of emitters can still cause a lot of FPS lag, which is annoying.
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: Emitter Caching [message #430721 is a reply to message #430699] |
Mon, 14 June 2010 17:21 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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Poskov wrote on Mon, 14 June 2010 10:13 | Yeah, ren should read all the E_ w3ds in its directory/dat files;
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Not really; Renegade actually had a system built in for handling this exact issue, but it was "broken" in an earlier script version (on purpose, actually, because it massively improved load times at the time.) It's controlled via the "Dependency" tab in LevelEdit and causes any dependent assets to be loaded at the same time reducing visual artifacts caused by on-demand loading (such as the one you described). It also reduces FPS lag caused by the same reason in-game by moving it to load time instead.
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