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ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
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Re: Dynamic water [Update 3]
Roast Veg wrote: Once you go below ~8 your timescale is below half of what it should be, which is pretty slow going.
I combined this with some Hydro Plus code, got some flying particles and other objects to behave in a more watery fashion, with very little additional lag. I tried a whole load of sizes and speeds for the water to run at, the best settings I found was a size of twelve (bunker modules normally go in twelves) at 1.5 times the current speed, but I can tell that won't be the best for a lot of machines. I also altered the colour slightly so it didn't go purple inside a cave, and textured it so that it looked more watery. Lag isn't a problem for me. I can have 5 drop-ship's explode with 3 actors each with little slow down while running this mod. This mod is fun to use with alternative skirmish and moar friends.
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Tue Dec 20, 2011 7:08 am |
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Shakatuko
Joined: Mon Oct 10, 2011 12:50 am Posts: 75 Location: Look behind you... Haha I tricked you, I am in Brazil.
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Re: Dynamic water [Update 3]
I still can't see the water. It works, but it's invisible. Maybe it's because I'm using Brutality Mod?
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Wed Dec 21, 2011 1:43 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Dynamic water [Update 3]
Try pressing ctrl + o, or check your glow settings.
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Wed Dec 21, 2011 2:09 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Dynamic water [Update 3]
Shakatuko wrote: Brutality Mod? Probably that. I've tried many mods in brutality and they tend to work with graphic flaws. God, change your avatar!
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Wed Dec 21, 2011 10:25 pm |
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Shakatuko
Joined: Mon Oct 10, 2011 12:50 am Posts: 75 Location: Look behind you... Haha I tricked you, I am in Brazil.
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Re: Dynamic water [Update 3]
oh yeah its my glow. its deactivated, it gives me lag.
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Wed Dec 21, 2011 11:15 pm |
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Friendofafriend
Joined: Thu Dec 22, 2011 9:10 am Posts: 15
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Re: Dynamic water [Update 3]
ludsoe wrote: Sims_Doc wrote: Ok, i just look at the Video and it seems you've gone for the block base water it seems you've taken a different path. Now to make it smaller...... And emit particles when a actor collides with it. Making it smaller is just going to cause more lag
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Thu Dec 22, 2011 9:37 am |
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ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
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Re: Dynamic water [Update 3]
Friendofafriend wrote: ludsoe wrote: Sims_Doc wrote: Ok, i just look at the Video and it seems you've gone for the block base water it seems you've taken a different path. Now to make it smaller...... And emit particles when a actor collides with it. Making it smaller is just going to cause more lag Lag is of no problem to me.....
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Thu Dec 22, 2011 9:47 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Dynamic water [Update 3]
Maybe it's not a problem for you, but you are not the only player of CC.
This mod is meant for everyone, and many players have problems running CC due to different motives. You can configure it for yourself to have smaller particles.
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Thu Dec 22, 2011 9:55 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Dynamic water [Update 3]
ludsoe wrote: Lag is of no problem to me..... Because mehman found THE BEST settings. Any smaller, and you get lag, full stop. It's not your computer that lags, it's CC that lags, so it shouldn't be that much of a difference across all computers that can run CC smoothly anyway. The only way to get this to go faster smaller is through code optimisation, and the code is pretty damn optimised as it is.
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Thu Dec 22, 2011 10:15 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Dynamic water [Update 3]
On an useful note, the water won't go through the bottom limit of the map, as seen here: Attachment:
ScreenDump001.bmp [ 1.37 MiB | Viewed 3429 times ]
Is that intended? Once I tried to drain the water from a skirmish, but the water didn't go out.
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Thu Dec 22, 2011 10:30 pm |
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ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
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Re: Dynamic water [Update 3]
Asklar wrote: On an useful note, the water won't go through the bottom limit of the map, as seen here: Attachment: ScreenDump001.bmp Is that intended? Once I tried to drain the water from a skirmish, but the water didn't go out. It also wont wrap around the map to my knowage.
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Fri Dec 23, 2011 3:33 pm |
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Friendofafriend
Joined: Thu Dec 22, 2011 9:10 am Posts: 15
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Re: Dynamic water [Update 3]
ludsoe wrote: Lag is of no problem to me..... Wow im so glad it wont lag YOU Quote pyramids, they make everyone sad, please refrain from them. Thanks. -Duh
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Mon Dec 26, 2011 7:15 am |
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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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Re: Dynamic water [Update 3]
Friendofafriend wrote: Wow im so glad it wont lag YOU i don't really care about lagging in CC because i've never had the issue as of yet. Quote pyramids, they make everyone sad, please refrain from them. Thanks. -Duh
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Wed Dec 28, 2011 3:38 am |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Dynamic water [Update 3]
As this has been released, this thread will no longer be updated, download updates and post your comments here:viewtopic.php?f=61&t=28899
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Tue Jan 03, 2012 11:54 pm |
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