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Xycaleth

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Posts posted by Xycaleth

  1. How exactly does the Ghoul2 collision work? With respect to LODs... I mean what if LOD0 (when actively drawn on screen) used LOD1 for collision calculations? And LOD1 used LOD2 for collisions, and so on? then you would never be using LOD0 (the most detailed mesh for collision calculations... wonder if that would work... and how that would look?

    It uses the Ghoul2 model for collision detection instead of a proxy model (which would be a lot cheaper for not much visible precision loss) - the LOD used can be controlled with g_g2TraceLod which defaults to LOD3 (or the closest available one).

     

    Collision detection can't be tied to what the player sees because, at least in MP, you have multiple view points.

  2. JKA's server is very light on disk reads and writes. Everything gets loaded into RAM at startup and then after that everything is done in memory. So unless you're low on memory which might cause unused memory to be swapped out to disk and back, you won't notice much improvement from using HDD vs SSD. Map restarts might be a little faster but those don't happen very often.

    Smoo likes this
  3. I guess, I'll bring this thread back to the light. But seriously I have a question regarding misc_model_static.

     

    The issue is that I had to find a balance between using misc_model and misc_model_static in the map, where lots of objects are used at once. The thing is that some of the models turned black in specific cases, as described above in this thread. Changing the path to texture solved the problem, and everything seems just fine, except for the light and shadows now playing crazy games on the surfaces of such an object. When you move, you can see them switching sides, becoming more/less visible with each step.

     

    I tried using _rs and _cs, but that didn't change anything. Looked through web in search of commands to apply on the surfaces, but found nothing useful... Perhaps I missed some.

    Or perhaps I should do something with shaders, because the model I used for misc_mode_static is actually a plant. Anyone knows this issue?

    misc_model_static entities do not use lightmaps, so any _cs or _rs keys you use won't make any difference on them.

     

    When you move, you can see them switching sides, becoming more/less visible with each step.

    Can you make a video showing this? I'm having trouble imagining what you could mean.
  4. Could the particle count limit be raised?

    Right now, it's very restrictive, and it seems the particle render system isn't very well optimized. (My GTX 750 Ti SC still lags if there's too much smoke, which to me says it's the engine, not he hardware.)

    I would be nice to be able to use something like the Authentics effects without the third or fourth explosion being invisible.

     

    EDIT: Or is this more of a Rend2 thing?

    I was already raised maybe a year or two ago. The main issue now, as you say, is it doesn't run very well with a large number of particles because a lot of the work is done on the CPU, rather than on the GPU (as most games do nowadays).
  5. Sure, here you go. Also, I have an All in One Sony Vaio. Pretty sure it's used when I'm in other high usage apps like Photoshop/Illustrator.

    Yeah, it should get used in most cases.

     

    Can you try something in the Nvidia control panel? Go to Manage 3D Settings -> Program Settings, and then click Add to add OpenJK as a new program to customize. In the list of settings, look for "Preferred graphics processor" and set it to "High Performance". Try running OpenJK after that. It's not a permanent solution, but it'll help me confirm whether it's the GPU switching that's causing the problem. I can add a fix in the code if the setting does fix it.

  6. Tried this, but it didn't work :(

    Can you post the console log again with that cvar set?

     

    Also, do you have one of those laptop GPU chips which automatically runs for games, but doesn't get used normally? I think it's called Nvidia Optimus for Nvidia chips.

  7. Can you try the new OpenJK with r_allowSoftwareGL 0? It looks like the version of OpenJK you had was much older than October 2015 - there were some major changes around March 2015 which your logs show you don't have :)

  8. It will take a while to upload them all but I found some interesting line in ui_main.c

    numfiles = trap->FS_GetFileList( va("models/players/%s",dirptr), ".skin", filelist, 2048 );

    Does it mean there is 2048 limit of .skin files or smth?

     

    OpenJK loads fine

    It means the total lengths of all the skin file names for a single model have to be less than 2048 characters.

     

    EDIT: You would need over 100 skin files for a single model to reach that limit.

  9. What do you mean by 'bugged'? What problems do you see? Please give as much information as you can :D

     

    EDIT: I've looked through the code and don't see limits in place for the customisable characters so it might be a different issue.

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