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Re: [Modding] Creating my first scenario

Posted: Mon Jun 18, 2018 10:12 am
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.

Re: [Modding] Creating my first scenario

Posted: Mon Jun 18, 2018 10:16 am
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>

Re: [Modding] Creating my first scenario

Posted: Mon Jun 18, 2018 10:23 am
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"

Re: [Modding] Creating my first scenario

Posted: Mon Jun 18, 2018 10:28 am
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.

Re: [Modding] Creating my first scenario

Posted: Mon Jun 18, 2018 12:29 pm
by Cablenexus
I notice that middle mouse scrolling those bars still are reverse.

Re: [Modding] Creating my first scenario

Posted: Mon Jun 18, 2018 12:35 pm
by pavelk
Cablenexus wrote:I notice that middle mouse scrolling those bars still are reverse.
Thank you. Logged

Re: [Modding] Creating my first scenario

Posted: Mon Jun 18, 2018 12:47 pm
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!

Re: [Modding] Creating my first scenario

Posted: Mon Jun 18, 2018 12:54 pm
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...

Re: [Modding] Creating my first scenario

Posted: Mon Jun 18, 2018 1:00 pm
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.

Re: [Modding] Creating my first scenario

Posted: Mon Jun 18, 2018 1:01 pm
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...

Re: [Modding] Creating my first scenario

Posted: Mon Jun 18, 2018 1:03 pm
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...

Re: [Modding] Creating my first scenario

Posted: Mon Jun 18, 2018 1:06 pm
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?

Re: [Modding] Creating my first scenario

Posted: Mon Jun 18, 2018 1:16 pm
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.

Re: [Modding] Creating my first scenario

Posted: Mon Jun 18, 2018 1:21 pm
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.

Re: [Modding] Creating my first scenario

Posted: Mon Jun 18, 2018 1:25 pm
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.

Re: [Modding] Creating my first scenario

Posted: Mon Jun 18, 2018 1:43 pm
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.

Re: [Modding] Creating my first scenario

Posted: Mon Jun 18, 2018 1:46 pm
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

Re: [Modding] Creating my first scenario

Posted: Mon Jun 18, 2018 1:51 pm
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.

Re: [Modding] Creating my first scenario

Posted: Mon Jun 18, 2018 1:54 pm
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

Re: [Modding] Creating my first scenario

Posted: Mon Jun 18, 2018 1:56 pm
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