[Modding] Creating my first scenario

pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:I wonder if you have a good view yourself atm of what of the system settings has the most influence on the game and memory.
Unfortunately there is no clear answer to this. If there was, there would be no GPU benchmarks, etc. Every GPU is different and has its weaknesses and advantages. These GPU benchmarks are also just some kind of "summarization" of different tests of different GPU aspects.

From my point of view, the most demanding is (pretty much sorted per importancy):
  • Static geometry (trees) and ambient units (if there are many of them) - huge impact on FPS and for trees also on memory
  • Terrain details (higher means more vertices) - high impact on FPS and also on memory
  • Texture details (some GPUs cannot handle bigger textures) - average impact on FPS
  • Resolution - average impact on FPS
  • Antialiasing - average impact on FPS
  • Fog - average impact on FPS
  • Shadow quality - lower impact on FPS and partially also on memory (different only between none and low/high)
  • Advance techniques - lower impact on FPS
Cablenexus wrote:For example there aren't even real shadows in the game, what exactly is the shadow setting doing?
There are real shadows... You dont see the shadows moving with the units? Those are real shadows.
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

Cablenexus wrote:For example there aren't even real shadows in the game, what exactly is the shadow setting doing?
There are real shadows... You dont see the shadows moving with the units? Those are real shadows.[/quote]

Ah, thank you yes I thougth so, but you told me this once. Probably only for the trees you mentioned that.

- Btw I don't get my custom text for the Texuandri tribe. The resourcetext file is edit in the holland folder and I added the line to the tribe:

<reports>
<ReportMemento type="50" reportParamType="4" userNoticeRead="true" currentTurnNumber="1">
<param title="Scenario.Ancient_Mediterranean.IntroductionTitle" attributes="9" note="Scenario.Ancient_Mediterranean.IberianTribes" playerId="17" />
</ReportMemento>
</reports>
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:<reports>
<ReportMemento type="50" reportParamType="4" userNoticeRead="true" currentTurnNumber="1">
<param title="Scenario.Ancient_Mediterranean.IntroductionTitle" attributes="9" note="Scenario.Ancient_Mediterranean.IberianTribes" playerId="17" />
</ReportMemento>
</reports>
Remove userNoticeRead="true"
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:I wonder if you have a good view yourself atm of what of the system settings has the most influence on the game and memory.
Unfortunately there is no clear answer to this. If there was, there would be no GPU benchmarks, etc. Every GPU is different and has its weaknesses and advantages. These GPU benchmarks are also just some kind of "summarization" of different tests of different GPU aspects.

From my point of view, the most demanding is (pretty much sorted per importancy):
  • Static geometry (trees) and ambient units (if there are many of them) - huge impact on FPS and for trees also on memory
  • Terrain details (higher means more vertices) - high impact on FPS and also on memory
  • Texture details (some GPUs cannot handle bigger textures) - average impact on FPS
  • Resolution - average impact on FPS
  • Antialiasing - average impact on FPS
  • Fog - average impact on FPS
  • Shadow quality - lower impact on FPS and partially also on memory (different only between none and low/high)
  • Advance techniques - lower impact on FPS
Cablenexus wrote:For example there aren't even real shadows in the game, what exactly is the shadow setting doing?
There are real shadows... You dont see the shadows moving with the units? Those are real shadows.
Thank you for the list.

The major change for me is with the tree settings to low, specially for the amount of vertices displayed in the FPS counter. It's almost halved.
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

I notice that middle mouse scrolling those bars still are reverse.
Attachments
bars.jpg
bars.jpg (184.64 KiB) Viewed 2081 times
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:I notice that middle mouse scrolling those bars still are reverse.
Thank you. Logged
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

- The good thing is that playing around with my new animal and tree count there are no issues anymore yet. Highest turnnumber 50 so far, but also lot's of editing done, making all intro texts for the tribes and doing some fps tests now and then to monitor all kind of usage.

- As said earlier the trees and the quality of them have a huge impact. Not double, but for sure 1/3 to 1/4 percentage.

For example here a screen with trees set to high (all other setting incl aa set to 16 to highest) amount of vertices 278807 on the same scene exact same position the trees with low quality 181141 vertices.
Together with the lower animal amount. And still I think the map is full of life!
Attachments
screen3.jpg
screen3.jpg (943.26 KiB) Viewed 2079 times
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Those are definitely good news:)

Btw. have you played with AmbientModelMemento records in the mod? It seems like the geometryRadius and staticGeometryRadius do not work correctly.
Those numbers are basically for hiding trees around animals so they do not intertwine with the animal models...
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:Those are definitely good news:)

Btw. have you played with AmbientModelMemento records in the mod? It seems like the geometryRadius and staticGeometryRadius do not work correctly.
Those numbers are basically for hiding trees around animals so they do not intertwine with the animal models...
No. If I understand you right you notice that there are trees on the tile where is the animal? Is that right?

Well, I really don't know how that tree made it in my screenshot since in real game those trees are perfectly hidden.
Attachments
screen4.jpg
screen4.jpg (949 KiB) Viewed 2076 times
Last edited by Cablenexus on Mon Jun 18, 2018 1:02 pm, edited 1 time in total.
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:No. If I understand you right you notice that there are trees on the tile where is the animal? Is that right?
Correct. If can happen but only during enemy moves not when you already play...
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:No. If I understand you right you notice that there are trees on the tile where is the animal? Is that right?
Correct. If can happen but only during enemy moves not when you already play...
I switched between quality of trees and directly made the screenshot to capture exact the same scene, maybe was a leftover...
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:I switched between quality of trees and directly made the screenshot to capture exact the same scene, maybe was a leftover...
Could you save it and load again if it is corrected?
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:I switched between quality of trees and directly made the screenshot to capture exact the same scene, maybe was a leftover...
Could you save it and load again if it is corrected?
Keeping the same settings, saving the game and quit the game. Loading the game trees hide perfect.

However when I ingame change my aa back to 8 and trees to low, program restart after prompt, trees are in the unitmodel.
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

Ctrl Q make the tree hide, I now set back to 16 aa and trees high quality. Trees are back on the tile. Clicking another unit or scroll doesn't hide the trees. Only using map options hide the tree.
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:Ctrl Q make the tree hide, I now set back to 16 aa and trees high quality. Trees are back on the tile. Clicking another unit or scroll doesn't hide the trees. Only using map options hide the tree.
Ok, it is a minor bug.
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

I was just wondering what this difference means in my holland ag file and the previous ancient rome ag file:

NEW

<ActionGameSoundConditionMemento action="staticgeometrydetails" enabled="true" />

OLD

<ActionGameSoundConditionMemento action="showstaticgeometry" enabled="true" />


Reason I report is that I was tracking all 442 differences between my rome file and holland file and this is one I can't place.
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:I was just wondering what this difference means in my holland ag file and the previous ancient rome ag file
It is internal naming of particular UI controls. You should follow the change otherwise the click sound for that particular control will not work
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:I was just wondering what this difference means in my holland ag file and the previous ancient rome ag file
It is internal naming of particular UI controls. You should follow the change otherwise the click sound for that particular control will not work
I plan to follow change in everything, that is the reason I use the compare program.

Maybe double report (it might has to do with the new way of trees) but in the holland ag none of the follwoing values is copied: (all the index 3 2 1 0)

<TerrainModelVerticesMemento indexes="3|2|1|0" shadowValue="0.3" windCoefficient="1.0">

Just to be sure this is nothing serious.
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

And the last I wonder if you have a key shortcut list and those lines added:

<KeyShortCutMemento actionId="142" action="move[103]" attributes="1" defaultKeyCodes="" isActionButton="true"/>
<KeyShortCutMemento actionId="143" action="move[104]" attributes="1" defaultKeyCodes="" isActionButton="true"/>

What are those?

EDIT probably the healing
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:And the last I wonder if you have a key shortcut list and those lines added:

<KeyShortCutMemento actionId="142" action="move[103]" attributes="1" defaultKeyCodes="" isActionButton="true"/>
<KeyShortCutMemento actionId="143" action="move[104]" attributes="1" defaultKeyCodes="" isActionButton="true"/>

What are those?

EDIT probably the healing
Absolutely correct!

I am sure you will soon or later ask even for the list of action Ids:-D
Post Reply

Return to “Aggressors Modding”