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Cryostasis First-person shooter meets survival horror set on a frozen Soviet ice-breaker trapped in the ice on the North Pole.

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  #1  
Old 09-13-2009, 10:07 PM
Au{R}oN Au{R}oN is offline
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Originally Posted by Xiaopang View Post
then you didn't search very thoroughly. my thread about my performance mod, which explicitly deals with this problem was just a couple of threads below yours
I saw your performace mod threadm but it only downgrade the game, and not add a bit of 'realistic things'.

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Originally Posted by Xiaopang View Post
the water does disappear, or else you would end up with a quickly rising particle count, which no current hardware could handle. you just don't see how the particle count is balanced by removing particles after a certain time span
I succesfully removed particles life-time, and upgraded the partcle numbers, my system can handle 54.000 (44.000 only for water, 22k from an emitter + 22k from another emitter) particle without any hangs / freeze or frame-drop, BUT, after that number the particles start to disappear... due to 'unknow reason', maybe an engine limitation, (anyway, i'm currently working on that).

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Originally Posted by Xiaopang View Post
so how do you even get the idea to bitch about the fact that the game doesn't come with documentation on how to mod it.
Developers didn't encode the script files, and there nothing wrong with mod the game, even without lincese permissions, (except if you make money with the mod).

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Originally Posted by Xiaopang View Post
if you want to mod the game, then you will have to explore its inner workings by yourself, just as any other modder out there has to
And that's exaclty what i'm doing, BUT a little help from developers (if possible) is never a bad thing.
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  #2  
Old 09-17-2009, 12:34 PM
Xiaopang Xiaopang is offline
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Originally Posted by Au{R}oN View Post
I saw your performace mod threadm but it only downgrade the game, and not add a bit of 'realistic things'.
then you stopped reading after the first post, because the thread went into exactly that direction... also, in your first post you asked about cfg-files that contain physics flags and my mod deals with exactly those. just because i lowered the values doesn't mean that you can't raise them...



Quote:
Originally Posted by Au{R}oN View Post
I succesfully removed particles life-time, and upgraded the partcle numbers, my system can handle 54.000 (44.000 only for water, 22k from an emitter + 22k from another emitter) particle without any hangs / freeze or frame-drop, BUT, after that number the particles start to disappear... due to 'unknow reason', maybe an engine limitation, (anyway, i'm currently working on that).
like i said before: particles have to disappear or else you'd bring any current computer down if you encountered scenes with sudden raise in particle count, e.g. water streams and ice shards due to shooting and such. fiddling with the lifetime doesn't have to say much. as soon as you hit the particle limit, older particles will be removed.



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Originally Posted by Au{R}oN View Post
Developers didn't encode the script files, and there nothing wrong with mod the game, even without lincese permissions, (except if you make money with the mod).
yes and i never said it's wrong to mod a game, but it certainly isn't alright to expect them to include a documentation for that. just because the scripts aren't encrypted doesn't mean that they have to support people who want to fiddle around with them.



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Originally Posted by Au{R}oN View Post
And that's exaclty what i'm doing, BUT a little help from developers (if possible) is never a bad thing.
sure thing, but the devs don't really care about the community, so don't expect anything from them.

Last edited by Xiaopang; 09-17-2009 at 12:37 PM.
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  #3  
Old 09-17-2009, 07:38 PM
Au{R}oN Au{R}oN is offline
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Originally Posted by Xiaopang View Post
then you stopped reading after the first post, because the thread went into exactly that direction... also, in your first post you asked about cfg-files that contain physics flags and my mod deals with exactly those. just because i lowered the values doesn't mean that you can't raise them...
Ups, yeah i just looked other posts. My Fault

Anyway, water particles can't reach valure higher than 22k, but all-particles can reach 53+k value... did you find how to change this setting?
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  #4  
Old 09-17-2009, 08:09 PM
Xiaopang Xiaopang is offline
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uhm again....other thread. why do you think you can't raise the values higher? there is no particle counter to show you when you max out an option
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  #5  
Old 09-17-2009, 08:14 PM
Au{R}oN Au{R}oN is offline
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Originally Posted by Xiaopang View Post
uhm again....other thread. why do you think you can't raise the values higher? there is no particle counter to show you when you max out an option
Yes there is a particles counter, and it freeze @22k (for water)

Default water particles is 20k, you can raise it to 22k, after that value, nothing happen, BUT if you have multiple emitter, you can obtain more than 22k of water particles, i reach 54k, and not tried over.

Last edited by Au{R}oN; 09-17-2009 at 08:26 PM.
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  #6  
Old 09-18-2009, 01:19 AM
Xiaopang Xiaopang is offline
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how do you activate the particle counter?
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  #7  
Old 09-18-2009, 05:46 PM
Au{R}oN Au{R}oN is offline
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Originally Posted by Xiaopang View Post
how do you activate the particle counter?
As you can see the system can handle nearly 60.000 particles, @60 FPS, from 20k to 60k the drop is just 8~9 FPS, so particles number can be increased A LOT, anyway, the command is

d.showstats 8

There lot of parameter available... from 1 to 20, each parameter show different debug information, this is really usefull, with that i succesfully implemented a very 'primitive' blood mod.
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