#4468186 - 03/30/19 02:18 PM
Re: EAWPRO cockpit gunflash activated
[Re: VonBeerhofen]
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Joined: Apr 2002
Posts: 12,497
MrJelly
Veteran
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Veteran
Joined: Apr 2002
Posts: 12,497
Montagnac, L'Herault, France
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My comment was referring to the eaw.exe, so a new campaign theatre does not come into consideration. I agree that from your screenshots we can see the exe handling your more complex sprites very well. However, I have not noticed your changes to AI behaviour. Of course I am running EAWPro in Win 7 and Win 10 on a faster PC without any memory or framerate problems, so things that you have done to help users of legacy PCs are not noticeable on my PC. On the faster PCs there is a significant problem on mission selection screens. Mark was promoting your work on sprites in his post, and I was asking about other exe related improvements
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4468204 - 03/30/19 04:24 PM
Re: EAWPRO cockpit gunflash activated
[Re: VonBeerhofen]
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Joined: May 2015
Posts: 1,122
MarkEAW
Member
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Member
Joined: May 2015
Posts: 1,122
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Promoting? I was just writing what was relevant to the topic. man. Anyhow read the things VBH told me and others on the FXEXE Patches Help Document on my EAW Help Site. https://eaw.neocities.org/fxexe-patches.html(Some recent info has not been added yet. and Tons more he kept to himself)
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#4468208 - 03/30/19 04:55 PM
Re: EAWPRO cockpit gunflash activated
[Re: VonBeerhofen]
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Joined: Nov 2001
Posts: 24,068
oldgrognard
Administrator
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Administrator
Lifer
Joined: Nov 2001
Posts: 24,068
USA
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Let’s all peacefully cooperate without rancor.
Good people sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf.
Someday your life will flash in front of your eyes. Make sure it is worth watching.
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#4468230 - 03/30/19 09:49 PM
Re: EAWPRO cockpit gunflash activated
[Re: VonBeerhofen]
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Joined: Oct 2002
Posts: 7,555
VonBeerhofen
3DZ Master/Campaign Designer
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3DZ Master/Campaign Designer
Hotshot
Joined: Oct 2002
Posts: 7,555
Zandvoort, N-H, Netherlands
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I've said this several times before Mr. Jelly, when EAWPRO with it's default ExtraSquad setting=1, it's producing twice the amount of planes with the same setting in v1.26. Besides nearly all effects use a quadruple amount of sprites in all effects. Even an EffectsDetail=1 setting will very likely produce more sprites then v1.26 in it's highest setting. Besides that the EAWPRO sprites are 4 times higher in resolution and use many more colors for each drawing. So there's a framerate trade off for all these goodies and if EAWPRO matches framerates on your high end computer then I achieved my goal and am satisfied with the optimisation results.
However those are not the only things I've done, obviously making the AI smarter also comes at the cost of framerates, using hires terrain and showing ground objects at further distances then v1.26 is also pretty costly. You can't tell the game to check AI or the terrain more often without drawing framerates away from something else, nor can you implement twice as many polygons and nodes without paying the price, as they need more rendering times. As such EAWPRO is doing a lot more then v1.26 and a lot more just comes at the cost of framerates too.
As such EAWPRO stands up admirably well against v1.26 and with the Launchpad's pilot's ancient computers it performs even better in comparison with everything else I've tried. For comparison I've not been able to fly an ExtraSquad=3 setting ever on my WinME machine with it's 256MB internal memory and it's 32MB gForce2 but I can now and in HDMI too and it's running VERY smooth. However when I throw in my full polycount 3D supertrees II, things change dramatically and the game becomes choppy and unplayable. It's just a comparison on how framerates work, so in your v1.26 comparison EAWPRO is holding up brilliantly and confirms the results I've been trying to achieve.
With every new optimisation it will gain more speed so I can do more things without loosing overall framerates, I can't describe it simpler then that and it's one of the main advantages of programming in Assembly language vs using a compiler.
VonBeerhofen
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#4468237 - 03/30/19 11:58 PM
Re: EAWPRO cockpit gunflash activated
[Re: VonBeerhofen]
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Joined: Nov 2001
Posts: 24,068
oldgrognard
Administrator
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Administrator
Lifer
Joined: Nov 2001
Posts: 24,068
USA
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As I wrote before, the eaw community is well capable of making up their own minds without your "help". I don’t think that was called for. I think you were being over sensitive to something that, to me, was not meant in a critical bent. Let’s nor start the ball rolling.
VonBeerhofen I just thought I would bump this in case it was missed.
Good people sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf.
Someday your life will flash in front of your eyes. Make sure it is worth watching.
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#4472053 - 04/27/19 01:10 AM
Re: EAWPRO cockpit gunflash activated
[Re: VonBeerhofen]
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Joined: Nov 2001
Posts: 24,068
oldgrognard
Administrator
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Administrator
Lifer
Joined: Nov 2001
Posts: 24,068
USA
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That’s OK. Thanks for responding. I really hope we can keep things smooth by avoiding triggers (intentional or not) that start the ball rolling.
Good info.
Good people sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf.
Someday your life will flash in front of your eyes. Make sure it is worth watching.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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