I has returned and everyone else,
Sorry I dont post here so often these days.
Unfortuneately I dont know for sure what FPSC does in its internal workings and exactly why it does it. I am not sure anyone does - even TGC and if they do they dont support the user here with their knowledge.
Thus we are left to interpret for ourselves what goes on inside FPSC and how what we do affects actual gameplay.
As you know I have been working with FPSC for - well since the first day of EA release which is over one and a half years or thereabouts and still trying to understand everything and get more out of the product. During that time most of what I have been doing is partly building just a couple of levels and much experimentation with FPSC in as many areas as is possible while I like evryone else await some hopeful improvements in any update.
What I can tell you is as the original poster pointed out:
Quote: "It seems the more I add, the slower the frame rate gets when I test the level"
Quite true and true of all game engines. Quite obviously in an engine that has a capped max fps at around 33 fps this will mean from start of level building in any empty level you have a constant fight on your hands to maintain reasonable fps as you add content - it cant be any other way.
As to what you can do to help maintain that fps - thats complex and well documented by myself and many others here - Unfortunately - stuff does not stay categorised in a well documented manner at this forum so a search is the only option. Everything should be categorised - so for instance all posts about Gameplay speeds should be kept in a forum section of its own and so forth. But that wont happen I guess. We cant all keep writing the same stuff repeatedly.
As to the relativity of the Physics setting dialogue box in editor - As I understand it from Lees indications regarding the "Always Active" flag in the physics settings for instance - even if Physics is set to No or Off in the dialogue box - the Always Active flag should still work independantly so indicating that even though Phisics is set to OFF all other settings below that flag can still have a bearing on entities. Thus if they are not relative they should be set appropriately to Off or No or zero - Characters work best I find set to weight and friction at 500 or they may have probs moving. The default settings seems to be to heavy for them. By the way the "Alwatys Active" flag seems to be bugged and does not work anyway under user influence and entities are Always Active permanently once their main AI script is called irrespective of player proximity. They never switch off their AI unless you script it so yourself so theres no better reason to remove them on the fly if not needed.
In truth because FPSC is bug ridden no one knows what in some cases actually works as it should and what does not - so it cant be trusted. You either put in the work to ensure entities do what "You" want them to or rely on the engine and its defaults.
It can be a lot of hard work to save a few fps making sure every single entity is controlled manually by you - the tip here is to make your changes or settings to the first entity you place and then just place the rest you need when attached to the cursor - effectively copying them - that way you save going through every single occurance of the same entity individually. Do it once and then copy.
One big help in saving fps and ovecoming lagg in slow areas is to look in wireframe in test run and see what may be rendering outside of the scene in the immediate view - perhaps sometinmes things render even at the other side of a level when they should not. In wireframe you can see that - take steps to stop them rendring or activating. Use the load and unloading of entities method if you have to. If necessary turn static entities to dynamic ones and load unload them on player proximity - it may help - it may not and may waste your time - if you dont try you wont know. Theres not much choice - you take control or you leave it to FPSC defaults.
Dont take it that what FPSC or game engines in general should do is written in stone in this instance - this is FPSC.
Unfortuneately all this can be an unecessary burden on the end user but theres no other way currently until and if we ever get a better, more efficient and faster engine and even then it will never be fast enough (but woould certainly help) and will still require user optimisation to get the best from it.
I dont expect to see that any time soon so I would suggest that unless you want a lot of hard work users stick to making simple games using the default media - I wont but thats another story.
see ya