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video gamer
17
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Joined: 18th Feb 2007
Location: UNDER UR BED EATIN UR COUCH
Posted: 19th Feb 2007 03:40
i made a level and when im testing it the player goes very slow what do i do?
Silent Thunder
18
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Joined: 6th Feb 2006
Location: The Ship
Posted: 19th Feb 2007 06:00
here are a few links to help you out :

link 1

link 2

It would also help if you describe you level, how much scenery, is it huge, how many characters or guns?


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video gamer
17
Years of Service
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Joined: 18th Feb 2007
Location: UNDER UR BED EATIN UR COUCH
Posted: 19th Feb 2007 17:17
well its like a destroyed cit with a lot of buildings guns cars trees and characters thanks
Seerzack
18
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Joined: 5th Oct 2006
Location:
Posted: 20th Feb 2007 10:54
If your comp not so good and you have many enties it can run weary slow. Trie update your hardware.

/seerzack
video gamer
17
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Joined: 18th Feb 2007
Location: UNDER UR BED EATIN UR COUCH
Posted: 20th Feb 2007 16:50
i did i have directx 9.9
Urlforce Studios
18
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Joined: 16th Oct 2006
Location:
Posted: 20th Feb 2007 19:12
Hardware-not software. Directx is software for your hardware. Go out and buy a either better video card/processor/more memory, or go buy a whole brand new spankin system...

He said, "You drink when you're lonely." No I drink when I want!
He said, "You'll never be sober." Sure. Why would I want that?
video gamer
17
Years of Service
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Joined: 18th Feb 2007
Location: UNDER UR BED EATIN UR COUCH
Posted: 20th Feb 2007 19:40
thanks
Nomad Soul
Moderator
17
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 24th Feb 2007 00:24
Can you post an in game screenshot ?

Unfortunately with optimisation it's not just a question of giving you a single answer that will solve your problem. It is a question of experience and knowing how the engine handles different the different elements of your game. I managed to get a semi outdoor level with all but a couple of my original features in the game intact.

I would suggest testing your game after implementing each new feature to see the performance hit in order to know how much of a particular thing you are going to be able to use.

If you have already built your level you should consider the following

- Consider how many entities in your map need to be dynamic. Some people have come to expect to see nice physics being used in a game but I would much rather have raw performance than having the ability to knock something over.

- Lots of enemies = big performance hit. Design your levels carefully to ensure enemies are spawned from trigger zones and use portals to divide enemies into smaller groups.

- Remove any uneccessary segments e.g. overlapping or untidy

- Do you really need dynamic lighting / shadows ? if yes be prepared to make sacrifices in other areas. If an action game then maybe not. I don't think dynamic lighting / shadows works in multiplayer at present anyhow. Statis lights and shadows generally look fine in most cases.

FredP mentioned that TGC are working on frames per second which as I said in that thread will allow the community to push for more interactive and visually compelling games whilst still remaining playable.

I'm still unsure myself in deciding whether to cut back on feature s and make the game run well on the current version or go for maximum creativity in the hope it will be ready by the time performance has been improved in later versions.
Silent Thunder
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Joined: 6th Feb 2006
Location: The Ship
Posted: 24th Feb 2007 00:33
Quote: "i did i have directx 9.9 "


there is no such thing.


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FredP
Retired Moderator
18
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Joined: 27th Feb 2006
Location: Indiana
Posted: 24th Feb 2007 01:19
FPSC does have issues with outdoor levels.
While you can make a small outdoor area and be fine most people have issues with large ones.
As has been stated earlier hopefully a later release/update of FPSC will stablilize things like this so we can be more productive with the software.

video gamer
17
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Joined: 18th Feb 2007
Location: UNDER UR BED EATIN UR COUCH
Posted: 24th Feb 2007 02:03
i dont know how to post an in game screenshot
Silent Thunder
18
Years of Service
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Joined: 6th Feb 2006
Location: The Ship
Posted: 24th Feb 2007 02:09
Print Screen, then ctrl+v into paint or something like that.

Before you ask, the print screen key is next to the F12 button and looks like this:

Prt Scr
-------
SysRq


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video gamer
17
Years of Service
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Joined: 18th Feb 2007
Location: UNDER UR BED EATIN UR COUCH
Posted: 24th Feb 2007 03:30
thanks
J Bird
17
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Joined: 13th Dec 2006
Location:
Posted: 24th Feb 2007 06:39
[/quote]use portals to divide enemies into smaller groups.

Ive never herd of using portals??? Do you know of any threads
or have a link to an explanation of how to use portals to
control enemy spawning ?

Dont try to be different, Just be good,
To be good is different enough.

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