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FPSC Classic Product Chat / Double Frame Rate (needs empty's mod)

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olliday
18
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Joined: 27th Oct 2006
Location:
Posted: 10th Jan 2008 19:56 Edited at: 10th Jan 2008 19:57
I have found a way to double the fps (from 33 to 66) with out increasing the look of the game speed. It needs empty's mod to work. I set to sync rate to 60 and then halved the speed of all the dynamic entity's.

1. Put this script on a dynamic entity and set it to always active.


2. Half the speed value on all the dynamic entity's (including player marker, doors and windows).

There is one problem, that the player gun is twice the speed, which could be fixed by halving the speed of the animation.

I will upload a working demo of it, if you like.
Seth Black
FPSC Reloaded TGC Backer
19
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Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 10th Jan 2008 20:51
olliday,

Hmmmn. Now that's encouraging.

I'd be grateful if you could upload a demo. I'd like to take a closer look at this in action.

This could be huge, if it's possible to duplicate this for everyone.

Thanks,

Seth Black


Widow 13 - Coming Spring 2008
Slayer222
17
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Joined: 19th Mar 2007
Location: Wherever I feel like
Posted: 10th Jan 2008 20:57
Now all we need is the release of that mod that allows FPSC to have water and a load/save mod and ta-da after some work combining them we have FPSC X8 1/2! great.

[img]
[/img] Check out the Elite OPS Terrorstike thread in the showcase.
shadow651
17
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Joined: 15th Apr 2007
Location: kicking it with my hommie darth V
Posted: 10th Jan 2008 21:33
good things are starting to come out looks like this will be a good year for the TGC community
olliday
18
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Joined: 27th Oct 2006
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Posted: 10th Jan 2008 21:51 Edited at: 10th Jan 2008 23:36
I will upload a demo.

Edit: Here is the demo:
http://www.uploading.com/files/K9SSOIH4/Faster_Frames_Test_1.zip.html

I think it's a litle bit faster that what it should be, but I can chage that.

Known Problems:

Player Weapon Too fast.
Jump/Crouch Too fast
Enemys sunk in floor (mod bug)
Airslide
20
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Joined: 18th Oct 2004
Location: California
Posted: 11th Jan 2008 00:54
It's still not timer based, which means your game will be even slower at low framerates...


Vote today and play the games!
Agent Dink
20
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Joined: 30th Mar 2004
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Posted: 11th Jan 2008 02:35
Yeah, technically this idea gets you nowhere. Anyone with a slow computer will suffer even more so than constant 30fps.

Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 11th Jan 2008 05:56
Slower at slow framerates?

If you KNOW what framerate it'll be running at you can adjust all your entities' speeds accordingly.

You don't HAVE to change the entity speeds.


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
Airslide
20
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Location: California
Posted: 11th Jan 2008 15:41
That's the thing - you don't KNOW what framerate it will be running. Capping it at 30 or 60 doesn't gurantee the player's computer can keep up with it. In fact, on my older(er) computer I had many AAA games that ran at only 15 or so frames per second, but since they were timer-based it wasn't a problem for the most part (though BF2142 was pretty bad sometimes)


Vote today and play the games!
Agent Dink
20
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Joined: 30th Mar 2004
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Posted: 11th Jan 2008 20:13
Airslide is absolutely correct. If you have the entity speeds half of their normal speeds and the game runs at 60fps, then that's fine. It looks good. However. If your game is running at 30fps and your entity speeds are set up for 60fps, the entities will be moving dreadfully slow and it will only get worse as your framerate drops.

Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 12th Jan 2008 10:32
Isn't that the problem with computers that don't keep up with 30 fps?

I mean, the problem is consistent with the currently existing FPSC engine.


It may interest you to know that Lemur V2 is planned to have timer based movement implemented, so this little qwirk will be eliminated.


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
olliday
18
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Joined: 27th Oct 2006
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Posted: 12th Jan 2008 11:13
Quote: "It may interest you to know that Lemur V2 is planned to have timer based movement implemented, so this little qwirk will be eliminated."


That's good to know. Hopefully that should allow you to have higher frame rates.
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 13th Jan 2008 04:32
Yes, olliday, in fact, if EVERYTHING gets timer based movement (which is what we're moving for) then we could potentially just scrap that stupid "Sync rate ##" part of the code, as it wouldn't make a difference except helping people with good computers get smoother action.


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 13th Jan 2008 14:08
hmmm....

What about people with mediocre computers?

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