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L B

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Everything posted by L B

  1. I have no antivirus running in the background, nor any recurring task program for that matter. I barely rely on Lua, each model has only the "base script" to allow me to edit its properties. I do not have a LE capable machine at hand A.T.M. And since compiling in .PAKs seems to be currently unsupported because of Lua, I cannot redistribute it to a friend for license purposes.
  2. The most +ed feat. req. I saw heh. So small too.
  3. So desperate I actually benchmarked it (see attachment). If you have Excel, I recommend you use it. It shows colors for the drops: red for the drop and green around it, to show that it worked fine before. If you don't, just open the CSV, and look for the lower values (20 FPS) between the high values (30 FPS). Note: The FPS doesn't go higher than 30 because of the sync. I get to actually 54 if it's not synced full-screen. In these cases, the drop goes down to about 38 FPS. Benchmark.zip
  4. My game runs nicely at about 50-60 FPS (30/60 if full-screened). The FPS is constant, and the triangle count is always of about 250k-300k, which is perfectly OK for LE (yay us). I have a spectator code and a third person controller code. I can switch between any of these while exploring my scene by pressing tab. However, at RANDOM times (not coinciding with more triangles, a regular interval or a recurring operation), I get a major (-20 FPS) drop, for about 1 second. The movement gets jaggy then smooth again. This happens every 10 to 20 seconds. It cannot be my scene or amount of triangles, because the drop does not occur depending on the amount of triangles on screen. (I get the lag at 100K tris jut as often than at 300K tris). It cannot be my spectator code, because the drop occurs on the third person controller as well. It cannot be my third person controller code, because the drop occurs on the spectator code as well. It cannot be my networking, because it is on another thread and nothing happens at all in it. No packets sent or received. It cannot be the creation of any class or object, as, well, nothing gets created in code at random intervals. I highly doubt it is .NET or some kind of garbage collector that would act upon LE or my code. Again, nothing gets created at random intervals, and most of the code is static, so there wouldn't be any need for garbage collection. If you are a .NET performance hater, please ignore this sentence and move on as if I was coding in C++ or BlitzMax. I don't want to base the whole thread on a .NET performance debate. Actually, I had really smoothly running demos before with C#/.NET. PLEASE (and I'm begging here) help me locate the source of this lag. It is extremely unpleasant and annoying, both on the eye and on gameplay, because it is not perpetual but "coming-and-going" randomly.
  5. L B

    CameraPick

    Tyler sent me a fix for the picks a couple of hours ago. I'll try to test it tomorrow. If it works, expect 1.2 soon.
  6. Windows 7 installs default drivers for GPUs, but these are the bare minimum to display pixels. You should always go to the device manager and choose to update your GPU drivers. Windows 7 will then find the right drivers from nVidia and download them automatically.
  7. Oh and if I may ask as well, how can I set it to static?
  8. I'm no LUA expert, but I need to change the shadow mode of a model at spawn. What would be the correct code for it?
  9. This, to me, seems to be the attractive point of the LE source license.
  10. L B

    Aerora

    Login using database lookup of accounts and character loading from database done.
  11. Why don't you render your minimap to a Texture right after loading the scene, before loading any dynamic entities? This way, just render an image with that Texture later.
  12. Are my posts appearing to you guys? Or are you just too lost in your debate?
  13. o.o Does anyone approve/disapprove the method I proposed in my attachment?
  14. I have made a prototype editor for the main asset view problem. Tell me what you think (right click on the asset to see a menu, choose instances to see its instances) http://localhostr.com/files/658d37/ProtoEditor.zip
  15. This is all we're asking for We have the script editor for our scripts.
  16. It's not fixed yet, that's for sure.
  17. As far as I can tell, you're asking for entity-based texturing/shaders. Josh has said this would eventually come, probably with a new editor.
  18. For the water, just higher the softness value.
  19. I just tried your script in C#. It saves a large image, but it's only stretched. Here's the code: if (Input.KeyHit == Key.Numpad0) { int width = 2560; int height = 1600; Buffer buffer = new Buffer(width, height, (int)BufferType.Color); Buffer buffer2 = new Buffer(width, height, (int)BufferType.Color); Buffer.Current = buffer; Framework.Render(); Buffer.Current = buffer2; Drawing.Image(buffer.GetColorTexture(0), 0, 0, buffer.Width, buffer.Height); Buffer.Current = Buffer.Back; buffer2.Save(@"C:\test.jpg", 100); }
  20. Looks incredible as they all say, although it seriously lacks asset variety.
  21. L B

    Aerora

    I just fixed my button click problem. I'll need to find a good way of handling window Z-ordering. I usually used a Z-order comparison in a list of objects, but this might be troublesome in the end. Oh, I just thought of a way while writing this. On it!
  22. L B

    Aerora

    Thanks. Detailed brainstorm will be available soon for a limited time on www.aerora.com.
  23. L B

    Aerora

    The planned gameplay is centered around intuitive controls through flight, flexible and interactive environment and a social online interaction. Players will be able to wander in an uncommon RPG world where their evolution will be based on their economic and social skills rather than on the traditional combat system. More information will be coming soon, but I'm getting my papers straight before.
  24. L B

    Aerora

    Thanks, even for the irony.
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