NanoBlobs 0.41 + NTAI 8.0.
Moderators: Moderators, Content Developer
It's still pretty bloody awful, even with standing archers and no shadows. With 30 Archers firing during a given 3-second window, FPS drops from 100+ to 40-ish. The big problem, though, is that the framerate does not improve if the trails/explosions are offscreen. Which means that there's something at the engine level that's not being done very efficiently. I'll go over to Development and ask what, if anything, I can do to mitigate this.
This may sound stupid, but I hadn't played with the smoke-trails very much, so their incredibly ugly effect on framerate was a new one to me. I used to wonder why the Raven rockets seemed so laggy- the answer is... they are laggy, it's not just the "wobble".
This may sound stupid, but I hadn't played with the smoke-trails very much, so their incredibly ugly effect on framerate was a new one to me. I used to wonder why the Raven rockets seemed so laggy- the answer is... they are laggy, it's not just the "wobble".
Yup, there is a solution, at least partway. Still sucks up FPS, still is bad with shadows on, but at least it's not a total framerate-killer. And it only looks slightly less good. Acceptable, I think, and with a few other optimizations, I could keep total speed about the same, and have this visual effect.
The short version of what I did was that I reduced the number of particles through a series of kludges. And now that I know it works, I will do some more kludges, because I know where the FPS is getting killed.
I would give a lot for the ability to make my own explosions at this point- while the default ones are pretty, I am pretty sure I could make them just as pretty, but not use as many particles
And I will be happy to share my "knowledge" when I feel I have some. I'm still reaching around in the dark, to be honest, and most of the time, my solutions are one-time-kludges, not permanent best-method solutions. Such is game design.
I would give a lot for the ability to make my own explosions at this point- while the default ones are pretty, I am pretty sure I could make them just as pretty, but not use as many particles

And I will be happy to share my "knowledge" when I feel I have some. I'm still reaching around in the dark, to be honest, and most of the time, my solutions are one-time-kludges, not permanent best-method solutions. Such is game design.
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
@Drone_Fragger:
If you want to help, I need animators (scriptors) more than any other skillset. Modeling is the easy part, and while I would like to have another skinner, I can live without one. However, while I'm a fairly good animator, that part takes about as long as the modeling/skinning does, at least right now. I seem to be speeding up on that end, though... speeding up in general, really, now that I'm getting comfortable with everything I need to do.
@FLOZi:
What I did would definately break HiTrajectory, unfortunately, because I'm using a "guided missile" that is not really a guided missile, essentially. I'll post the TDF when I am sure that I've squeezed all of the optimization I can out, but it's definately acceptable right now. As you can also (hopefully) see, I have figured out that the smoketrail is based on a Z position on the model, not based of the missile_flare as you might expect. This is both good and bad. And I dumped the Flare bitmap by doing a couple of things. Now I just need to ask about Smoke, and figure that out. I will go to Development and do that.
If you want to help, I need animators (scriptors) more than any other skillset. Modeling is the easy part, and while I would like to have another skinner, I can live without one. However, while I'm a fairly good animator, that part takes about as long as the modeling/skinning does, at least right now. I seem to be speeding up on that end, though... speeding up in general, really, now that I'm getting comfortable with everything I need to do.
@FLOZi:
What I did would definately break HiTrajectory, unfortunately, because I'm using a "guided missile" that is not really a guided missile, essentially. I'll post the TDF when I am sure that I've squeezed all of the optimization I can out, but it's definately acceptable right now. As you can also (hopefully) see, I have figured out that the smoketrail is based on a Z position on the model, not based of the missile_flare as you might expect. This is both good and bad. And I dumped the Flare bitmap by doing a couple of things. Now I just need to ask about Smoke, and figure that out. I will go to Development and do that.
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- Posts: 854
- Joined: 28 Jan 2005, 18:15
0.35b has been released. Decided to make this one public, instead of semi-private.
Changelog:
That's pretty much it, really. It doesn't sound like much, but the combined effects of these changes have resulted in a mod that's 100% more polished for human-vs-human play. Much thanks to everybody who has helped me playtest this week, and I will be running more playtests as the new content gets put in.
Changelog:
Code: Select all
Archers have been changed rather dramatically, in a variety of ways. New missile models, much lower rates of fire (but more effective damage), angle-restrictions (thanks to Caydr), and more. Basically, Archers have a definate *point* in this version, like they should, but are well-balanced and fun. Plus they're a bit more visually pretty, for those who can see them in full glory.
SquareRooks have weapons that have a shorter range than in previous versions, about 3X movement speed, and better resistance to Archer fire. They are now what they should be, in most respects- a close-in assault unit. However, they still lack the chainguns suggested by GuiltySpark- that will wait for the upcoming major version change with the Demon, etc.- that will be at least a week away, though, so please be patient!
Holders have been altered a bit, to make them relevant as anti-Wolf defensive units, among other things. Basically, they're pretty useful at this point, and a Holder backed by a Spire is a pretty cost-effective defensive post.
Broken link
The link isn't working for me too. Maybe the file isn't uploaded yet?