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FPSC Classic Product Chat / Wanting pure performance and many enemies, mods?

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fallen one
18
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Joined: 7th Aug 2006
Location: My imagination!
Posted: 29th May 2008 01:51
Coming back to fpsc, I see many mods have been made, perhaps now one can use fpsc without the problems I thought it had, so I'm looking to see if I can use fpsc again, I want good frames and the ability to run many monsters on screen, Lemur seems the only one I have seen that does that, so perhaps this is the one for me? I ran efx about 6 weeks back to test what fpsc improvements there may be, it ran fpsc very slow so Ill give it a miss, If I run Lemur, should I just uninstall efx, and put Lemur in, or uninstall all of fpsc, put a fresh install in, can we use latest patch of fpsc? what version do we run Lemur under, is the full version of Lemur available? Am I behind the times and people are running something new, a new mod? What can we do if we want good performance and many enemies and a playable game, not bothered about shaders and water and what have you, I just want fast performance and to be able to get a decent amount of enemies on screen at once and in the map. Where do we go now?

Evil Things Most Foulhttp://www.avantivitastudios.com/
castek
17
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Joined: 15th Aug 2007
Location: Right behind you!
Posted: 29th May 2008 01:54
I think air mod would be the best.

"The Beginning is the end."
Bloodeath 6 6 6
19
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Joined: 5th Nov 2005
Location: Sierra vista in indonesia
Posted: 29th May 2008 03:29
Quote: "I just want fast performance and to be able to get a decent amount of enemies on screen at once and in the map. Where do we go now?"

coding.

You'll Know When You See It.

Death has no end
Airslide
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Location: California
Posted: 29th May 2008 05:25
AirMod previously had a timing system that is ideal for improvements in the number of characters you can have as low framerates have a lower impact on gameplay.

However, the timing system has been removed as of 0.6 as it will be part of migration and I didn't want to bother with it in the re-write. Still, 3rd party compiled mods seem to run faster automatically for some strange reason (example: Airmod can handle around 20-30 simultaneous raycasts from a gun with no hang-up - feedback from Errant - but the original FPSC has a hick-up. I did nothing to this area of code that would seem to warrant this effect).

If you want some simple speed boosts, AirMod should help out a bit. I think Plystire did some additional speed fixes in Plymod, but that has yet to be released. I haven't yet gotten to speed fixes in AirMod.

fallen one
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Location: My imagination!
Posted: 29th May 2008 07:21 Edited at: 29th May 2008 07:29
Lemur is the only one Ive seen a bunch of characters in, they had a youtube of this, looked like it worked well, can the ones you list do this? How do these run with entities, I put about 20 ruins from one of the packs in standard fpsc/ no mods, a few months back, ran like sludge, just unuseable, just so many problems, dopy enemies, getting stuck in the floor, all sorts of rubbish, so I left fpsc, now I come back Im wodering if things have been sorted and the mods give you something useable. If I had more cash I think Id buy a mac and go with unity, perhaps fpsc is useable now, I hope so, if it is its nice and cheap, lots of assets, easy to use, great, but standard fpsc, no way, and I looked at it from every angle, I just hope one of these mods makes it run.

Evil Things Most Foulhttp://www.avantivitastudios.com/
Plystire
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Location: Staring into the digital ether
Posted: 29th May 2008 09:23
Perhaps (And this is a HUGE assumption) Lee will be putting even more thought into optimisations for the migration (Lord knows what the X10 code is going to do to our framerate).

I suggest waiting it out until the migration is over, debugged and whatnot, and the modders have moved onto the new source. This would be your best bet for the better part of FPSC. Coming in right now, when everyone else is putting projects on hold awaiting the long sought after V2, isn't such a great idea.

Mods can and mostly do have a good performance rating, as Airslide mentioned. It's strange, though, that simply compiling the V1.07 source without any modifications will provide a slightly better framerate. And yet, by doing so, some things get broken. Perhaps a bad DLL setup in the compile folder for DBP or perhaps Lee missed something in the requirements for compiling it effectively. Whatever the reason may be, Mods are still being made and with a certain amount of success.

If you're looking for a "Mod" that is strictly aimed at performance increases, then I'd have to ask you if you've tried the latest official update. If V1.09 doesn't quite do it, then try V1.08 which is the version that Lee geared towards improving performance over much everything else.


The one and only,


Toasty Fresh
17
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Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 29th May 2008 12:00
Yeah, I saw that awesome AirMod SCAR firefight, the vid ran with practically no lag at all, but when I try to set up a similar scenario, it lagged like all... hmm, better not say it, last time I did it got moderated. But yeah.

Aaagreen
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Location: City 17
Posted: 29th May 2008 13:05
Airmod 0.5 is the best mod there is. Thanks to the amazing timer-basedsystem, you can have 45 enemies in 1 room with barely any lag.

Formerly Bum Fat Cheese
Plystire
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Location: Staring into the digital ether
Posted: 29th May 2008 14:44
Quote: "with barely any lag."


Not true.

If there's barely any lag with 0.5 then there'll be barely any lag with 0.6

Lag = Low framerate

Timerbased Systems do NOT reduce lag. They simply allow you to move FASTER when there IS lag, to let you get from point A to point B in the same amount of time no matter what your framerate is. It will still look choppy with low framerate.

Don't get these mixed up.


The one and only,


Aaagreen
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Posted: 29th May 2008 15:06
But it works. That's good enough for me. Well, there are many bugs, but it's fairly good. if you dont want most of the mp9-10 weapons to work.

Formerly Bum Fat Cheese
xyzz1233
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Posted: 29th May 2008 23:28
@ Plystire:
Somewhere, Lee said that he would be doing another bunch of optimizations when the X10 migration comes out.

@ Fallen One:
Lemur did have a timer based system (correct me if I'm wrong), in addition to some things in AirMod like angle-based accuracy. The one other thing is that Lemur's framerate is capped at 60, I think where others are around 30 or so.
Conjured Entertainment
AGK Developer
19
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 30th May 2008 00:51 Edited at: 30th May 2008 01:22
Quote: "But it works. That's good enough for me. "

lol...That's the motto of any real programmer.

Quote: "If you're looking for a "Mod" that is strictly aimed at performance increases, then I'd have to ask you if you've tried the latest official update. If V1.09 doesn't quite do it, then try V1.08 which is the version that Lee geared towards improving performance over much everything else."

Yeah, I love v109 so far.
You been gone awhile, the stock engine now has ajustable headshots, jumpheights, plrfreeze, 100 global variables, and more.
Framerates are much more stable now and I never drop under 30 now; even in outdoor maps with a dozen enemies attacking me!

Lee's system seems to be a very logical approach to 'lag', or a drop in Framerates.
I wish it freezed them a one at a time (farthest first) until the desired framerate is achieved, rather than setting it to two each time.
Although, that would be a lot of processing going on.
I like the stock engines approach to lag by reducing the number of active enemy characters. (I am still waiting for this to happen to me)


Quote: "But it works. That's good enough for me. "


v109 rocks

I may even sell my car for the money to fly to England, so I can buy Lee a beer...
Anybody want to buy an old Mustang? (its not stock though; its been modified with a more powerful engine)

Don't forget to visit Conjured Entertainment

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Aertic
17
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Joined: 2nd Jul 2007
Location: United Kingdom
Posted: 30th May 2008 01:43
Nice, only if I had the money, had a liscense, and was the age to drive I would of bought it.

Shadow Blade
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Joined: 31st Oct 2006
Location: United Kingdom
Posted: 30th May 2008 19:23
Quote: "I may even sell my car for the money to fly to England, so I can buy Lee a beer..."

I know where he lives...

Airslide
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Joined: 18th Oct 2004
Location: California
Posted: 31st May 2008 02:12
Quote: "Lemur did have a timer based system (correct me if I'm wrong), in addition to some things in AirMod like angle-based accuracy. The one other thing is that Lemur's framerate is capped at 60, I think where others are around 30 or so. "


The timer system and angle based accuracy were both mine, and as such ended up in AirMod (though the timer system has been removed from 0.6). If migration takes too long then I might go ahead and put the timer system in a later version of AirMod as a one-time release.

As for the framerate - Urlforce capped it at 45 and adjusted the player speed for it but the animations of weapons and some other things were still too fast in the non-timer based version. The timer-based version wasn't ever released I think, but it had no framerate cap at all.

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