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FPSC Classic Product Chat / FPS Creator 1.14 vs S4mod

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Ghost thing
16
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Joined: 19th Jul 2008
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Posted: 1st Feb 2009 02:35
I haven't been here for a while.
I just saw on the website that there is a new update.
Is it faster than the latest S4mod in terms of performance?
Apple Slicer
15
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Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 1st Feb 2009 02:41
Yeah. I like v. 1.14. On my comp, s4mod doesnt make much of a difference. So id go with official all the way till the migration.

Till Thy Migration Come...
Ghost thing
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Posted: 1st Feb 2009 02:45
So the frame rate is just about the same as S4?
Apple Slicer
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Posted: 1st Feb 2009 02:46 Edited at: 1st Feb 2009 02:46
Yeah. just about

Till Thy Migration Come...
Ghost thing
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Posted: 1st Feb 2009 02:50 Edited at: 1st Feb 2009 02:53
Ok. Thanks.
What are your PC specs?
Urlforce Studios
17
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Posted: 1st Feb 2009 02:53
S4Mod has more then speed folks. it's got Lemur V2 and Airmod built in.

Ghost thing
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Posted: 1st Feb 2009 02:54
I know that. I just used S4 for the speed.
Apple Slicer
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Location: Oregon, in the rain...
Posted: 1st Feb 2009 02:57 Edited at: 1st Feb 2009 02:58
Well. I have two computers.

1. Quad core 3.33 ghz
Ram 8 gb
video card sli 2X (512 mb)
320 gb hd 7200 rpm

2.intel core 2 duo 1.83
Ram 2gb
Video card 256 mb
120 gb 7200 rpm

They run nearly the same on both computers.

in truth though, fpsc games run VERY different on different comps no matter the specs. If I were you, install v.14. Then copy it, and rename. Then install v. 1.09 or 1.07, and install mod. Try both. (They will both run) Then you will see for yourself.

Till Thy Migration Come...
Toasty Fresh
17
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Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 1st Feb 2009 08:30
I disagree. S4Mod is excellent. Every single level I make with it runs smoothly, if I make the same level with V1.14 it lags like all hell.

I'll be perfectly honest that V1.10 and up have been absolutely terrible. I made a 3x3 segment room with a door and was getting about 20 FPS, and I have a HD Radeon 4870.
Rampage
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Location: New Zealand
Posted: 1st Feb 2009 09:39
S4mod is capped. And so is official version.
So if you have a good enough computer to hit the cap on official without any slowdowns, then of course there is not gonna be a difference with s4mod, in any case it has timers in it...
S4 IS much better for speed.


"Welcome to the forums, MasterXMP. Your game looks like garbage..." - Game Maker
Crusader2
16
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Joined: 8th Aug 2008
Location: Somewhere...
Posted: 1st Feb 2009 15:18
Quote: "S4mod is capped. And so is official version.
So if you have a good enough computer to hit the cap on official without any slowdowns, then of course there is not gonna be a difference with s4mod, in any case it has timers in it...
S4 IS much better for speed."


Out of curriosity, what is the cap?

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Dar13
16
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Location: Microsoft VisualStudio 2010 Professional
Posted: 1st Feb 2009 15:33
38 i think. but since it has AirMod you can uncap it.

I know not with what weapons WWIII will be fought but WWIV will be fought with sticks and stones-Albert Einstein
dumpus
16
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Joined: 1st Jan 2008
Location: Canada, eh?
Posted: 2nd Feb 2009 03:51
Quote: "38 i think. but since it has AirMod you can uncap it"


How can you uncap it? Is there a command for Airmod?

*This post will self-destruct in 10 seconds.*
Dar13
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Posted: 3rd Feb 2009 01:26
oops sorry the command is actually in Ply's Mod and is syncrate=X where X is the maximum framerate.

I know not with what weapons WWIII will be fought but WWIV will be fought with sticks and stones-Albert Einstein
Apple Slicer
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Location: Oregon, in the rain...
Posted: 3rd Feb 2009 01:34
The problem I see with raising the cap though, is that when you have a higher poly area, and go through it, the super fast game is obviously much slower. Just a thought though.

Till Thy Migration Come...
Dar13
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Posted: 3rd Feb 2009 01:54
yep and that's a reason why i don't use that command much.

I know not with what weapons WWIII will be fought but WWIV will be fought with sticks and stones-Albert Einstein
General Jackson
User Banned
Posted: 3rd Feb 2009 01:56 Edited at: 3rd Feb 2009 01:56
.

It is well that war is so terrible or we should grow too fond of it- Robert E Lee
Ghost thing
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Posted: 3rd Feb 2009 08:11 Edited at: 3rd Feb 2009 08:15
Quote: "2.intel core 2 duo 1.83
Ram 2gb
Video card 256 mb
120 gb 7200 rpm"

That's nearly the same as my computer and I presume it's a laptop?

Well reasonable FPS rates is one of the main problems that has to be dealt with before migration. I can't make large levels without it lagging. Say I make a game similar in map size to a level in a commercial game on FPS Creator to test frame rates, the frame rates are significantly lower (almost 50%) because I am using a low-end computer.
Apple Slicer
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Location: Oregon, in the rain...
Posted: 3rd Feb 2009 17:07
Yep. Dell Inspiron 6400 Laptop.

The only reasons that games are slow is because unlike most games, fpsc doesnt unload stuff at a specified distance, and is covered by fog so the player doesnt see it. I really really hope future updates cover this.

Till Thy Migration Come...
Ghost thing
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Posted: 5th Feb 2009 11:00
1.14 is extended from the 1.1X source code isn't it? I had problems with 1.12 such as not registering license, textures not showing, etc.
Plystire
21
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Location: Staring into the digital ether
Posted: 5th Feb 2009 23:20
Quote: "The only reasons that games are slow is because unlike most games, fpsc doesnt unload stuff at a specified distance, and is covered by fog so the player doesnt see it. I really really hope future updates cover this."


This is incorrect, to my knowledge and from what I've experienced is that DBP Fog provides a clipping plane so that elements NOT seen are not rendered.

FPSC speed has been covered before, and the reason is not anything graphically (unless you use efxMod, then the reason is graphical) it is souly due to the way FPSC handles AI.

You can make a Myst type game in FPSC with little slowdown, but the moment you add a character, *BOOM!* framerate hits the fan.



The one and only,


Ghost thing
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Posted: 22nd Mar 2009 05:42
The big question is, how is the lag generated? This engine has been out for some time.
Rampage
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Location: New Zealand
Posted: 23rd Mar 2009 07:40
Quote: "The big question is, how is the lag generated? This engine has been out for some time. "

Wow, bump much? Lol.

The answer to that question is, and I am sure other programmers of fpsc source will agree with me, is that the fpsc engine DOES have its faults, you will see that if you ever get deeply enriched inside the code. That and ... DarkBASIC Professional just doesn't stand up to the speed of C++. To bad it wasn't written in something like GDK in the first place, but, to each his own, we have a wonderful program. Kudos TGC




DarkBASIC Pro. Teh awesumness
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 23rd Mar 2009 09:54
I don't think DGDK was out when FPSC was created. Was it?

He's right, though, DBP naturally runs slower than that of other languages.


The one and only,


The Fps Creator rocks!
15
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Joined: 24th Oct 2008
Location: Sneaking down your chimney.
Posted: 23rd Mar 2009 14:49
Why do people scared of lag??? I mean I hate lag but the real thing that matters most is the performance! I tried out red eyes COZ entry and in one part, I got ZEROFPS and I ended up having to shut down my computer.

I can't texture. I'm not an artist.
incense
18
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Posted: 23rd Mar 2009 17:25
The only real fare thing to do is to make your comparisons after the migration. Until the product is actually finished it is apples and oranges.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Red Eye
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Posted: 23rd Mar 2009 18:08 Edited at: 23rd Mar 2009 18:08
BLUE PERFORMANCE MOD

Bye,

Red Eye Productions


Red Eye - The Game: Work In Progress - W.I.P. Red Eye Productions
Pus In Boots
18
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Joined: 5th Nov 2005
Location: S.M.I.L.E. industries
Posted: 24th Mar 2009 00:27
Wait a minute, if s4mod has Lemur V2,l does that mean we can have objective-based games with s4mod?

Seriously, HUGE multiplayer shooter just weeks away!
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 24th Mar 2009 07:19
Quote: "objective-based games"


You mean like when you put "IsObjective" to a number in the entity properties?

Lol, couldn't resist.

I'm not sure how much of Lemur S4 implemented, but if he implemented the whole of the MP features, then that may very well be a yes.


The one and only,


Rampage
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Location: New Zealand
Posted: 24th Mar 2009 08:40
Quote: "I don't think DGDK was out when FPSC was created. Was it?"

Heh
I knew that, I was just using it as an example
Peace


DarkBASIC Pro. Teh awesumness

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