Spring: 1944 "Operation Koltso" Public Release! - Page 5

Spring: 1944 "Operation Koltso" Public Release!

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by KDR_11k »

I think the game is intuitive enough if you've played CoH :P.

My PC is fairly old now, AMD64 3000+ (1.8GHz), 1GB RAM, GF6800 and no trouble with "lag launchers" or anything.

What's the red part of the logistics bar?
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Evil4Zerggin
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Evil4Zerggin »

The red part estimates how much logistics you will have consumed by the next resupply. I'll improve the widget eventually; right now it's almost bare minimum.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by SpikedHelmet »

Man, I've got a 2.8ghz P4, 1.5gb RAM, GF8500 and I lag like a mofo on big games... I thinks I need a harddrive wipe!
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panzeriv2
Posts: 208
Joined: 12 Aug 2008, 12:02

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by panzeriv2 »

Athlon 2200+ 1.8GHz
Radeon X1050/9550
2 GB RAM

Starting FPS: 20
with 1 lag launcher: 14
deep in game: 8
4 lag launcher: 2/1 :?

Guess I need a new gaming computer...
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Nemo »

We're going to try to lessen the 'lag launcher' effect somewhat for next version, and perhaps speed up the rest of the game somewhat with Lua fixes.

For reference, I have very little trouble even in large games using my laptop:
2.0ghz core2duo
2gb ram
8600M GT

But I also have almost all the spring settings all the way down, except reflective units and decals.
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Hoi
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Hoi »

try disabling shadows and dynamic sky, those eat alot of fps.
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panzeriv2
Posts: 208
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by panzeriv2 »

my settings are at low. Yes, including reflective units
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by 1v0ry_k1ng »

i get massive cpu usage. I do have reflective units and anti alasing x2 on, but that shouldnt be hurting too bad becuase I play mostly from icons range (where the framerate is if anything worse)

im going to try lowering my rez tonight
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by CarRepairer »

Nemo wrote:The minefield debate is one we had for a while. Our issue with having mines be allied is that you get people using them for tactical cover (ie, retreat directly -through- a field, or throw them up all over the place) rather than area denial. My own hope was that the auto-placed marker would help to alleviate it a bit, but if the feedback on that particular aspect is overwhelmingly negative, we'll look into a solution.
Solution is in Complete Annihilation.

Mines are not neutral, are blind, are hidden from enemy (you can use cloak with zero cloaking distance, but I prefer lua to avoid cloaking gfx), have small AoE. You can self-d them in CA but you guys can prevent the self-d.

In this way, you can see the mines, no need for a marker. They won't detonate when your troops walk right through them (as though the troops know where they are) and they will detonate when enemy units walk into them, as Spring automatically detonates kamikaze units when an enemy is near even if the unit is blind. And no need for special damages, which suck. If your unit is near when an enemy detones the mine, they both still take the hit.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by SpikedHelmet »

Solution is in Complete Annihilation.

Mines are not neutral, are blind, are hidden from enemy (you can use cloak with zero cloaking distance, but I prefer lua to avoid cloaking gfx), have small AoE. You can self-d them in CA but you guys can prevent the self-d.

In this way, you can see the mines, no need for a marker. They won't detonate when your troops walk right through them (as though the troops know where they are) and they will detonate when enemy units walk into them, as Spring automatically detonates kamikaze units when an enemy is near even if the unit is blind. And no need for special damages, which suck. If your unit is near when an enemy detones the mine, they both still take the hit.
And will these mines attack your own untis if they move over them?
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KDR_11k
Game Developer
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by KDR_11k »

As he said, he's more worried about people throwing mines everywhere because they can't hurt their own units but any enemy in the area will suffer, currently a minefield blocks both allies and enemies so you can't just throw them into every path to your base because that'd block you as well.
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by CarRepairer »

SpikedHelmet wrote:And will these mines attack your own untis if they move over them?
No, but
KDR_11k wrote:As he said, he's more worried about people throwing mines everywhere because they can't hurt their own units but any enemy in the area will suffer, currently a minefield blocks both allies and enemies so you can't just throw them into every path to your base because that'd block you as well.
Yeah I misunderstood, he wants troops to only "know" the general area of a mine when I thought troops should "know" where every mine is placed. Ignore what I said then. I've been playing with mines a lot lately so they're on my mine. err, mind.
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overkill
Posts: 500
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by overkill »

ehh, I have no issue with lag.
my rig: Q9200 (2.33Ghz quad), 6 gigs of ddr2 800 ram, 9500gt 1gig and vista 64bit.
Average starting fps: 200
Average endgame fps (1v1):150
Average endgame fps (4v4) 75

this is with 4x aa, lowest res shadows and all else maxed.
with 8012 shadows and 16x aa i start with 60fps, endgame is around 20.
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by CarRepairer »

overkill wrote:ehh, I have no issue with lag.
my rig: Q9200 (2.33Ghz quad), 6 gigs of ddr2 800 ram, 9500gt 1gig and vista 64bit.
Average starting fps: 200
Average endgame fps (1v1):150
Average endgame fps (4v4) 75

this is with 4x aa, lowest res shadows and all else maxed.
with 8012 shadows and 16x aa i start with 60fps, endgame is around 20.
Well then if YOU have no problem then everyone else should be running smoothly. Great.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by imbaczek »

nebels have issues, though. excessive particle/ceg spam hurts.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Warlord Zsinj »

You guys should make a release post at moddb
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Evil4Zerggin »

I'll try to track down exactly where the performance issues are with the rocket trails. I might make a longer smoke bitmap, use fewer of them, and see if that helps things.
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by tombom »

amd athlon 64 3000+ 512mb ram ati radeon 9200

no performance issues at all on lowest settings. nebelwushers drop my fps quite a bit but never so it gets laggy i'm awesome
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by smoth »

Evil4Zerggin wrote:I'll try to track down exactly where the performance issues are with the rocket trails. I might make a longer smoke bitmap, use fewer of them, and see if that helps things.
or perhaps just make it fade a bit quicker?
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by imbaczek »

looks like sheer number of cegs makes the engine struggle; there is certainly room for improvement both mod-side and engine-side.
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