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jb I like Chaos 3.5 the way it is : )

Posted: Thu Sep 30, 2004 8:29 pm
by DukeMaster
Replaced the Deemer Explosion with the old vengeance one


Was there a problem with this , I really like the release 3.5 the way it is. I run a lan here at work with no known bugs to talk about.
No complaints Keep up the hard work :D

Posted: Thu Sep 30, 2004 8:50 pm
by TKATK
Vengance:Current effect Replaced by spirits
Redeemer:Current effect replaced by vengance

Doesnt seem too bad to me?

Posted: Thu Sep 30, 2004 8:53 pm
by DukeMaster
oH i SEE !!
8O
Sorry I misunderstood
Thanks :D

Posted: Thu Sep 30, 2004 10:08 pm
by jb
Yea we were playing around with a slight change to the way the vengance damage works. Since the exposion effect we had was soo nice, we thought that we should keep it and use it for the deemer exposion. So everything is still there..just shuffled.

Posted: Fri Oct 01, 2004 11:17 am
by R.Flagg
Well, I'll agree it certainly is more suited for a redeemer explosion than a relic, so that's good news.

However, it does still cause some rather massive FPS droppage, I think what I reported was anywhere from 30 to 70 FPS drop when one goes off, and that's on this new computer.

So limiting the number of times we see it (by moving it to redeemer) is obviously a good thing, but IMO we should still look at trying to get a decent explosion that doesn't cause this much of a performance drop, or even holding off on this one until it is more in line in that dept.

Posted: Fri Oct 01, 2004 11:30 am
by TKATK
imo the performance drop isnt such a big problem, for such a short time....and only if youre really near to the explosion in which way you will get killed,so i think its not that important to fix with the deemer(maybe only a bit of scaling the effect down to the size of the blast radius?)

Posted: Fri Oct 01, 2004 1:47 pm
by DukeMaster
I had no lag on my PC, but then again 2 xenon processors help :D

Any progress on a mutator that will allow one to pick only certain Relics ?

Posted: Fri Oct 01, 2004 1:56 pm
by R.Flagg
TKATK wrote:imo the performance drop isnt such a big problem, for such a short time....
Oh I agree. I'm very glad we've decided to use it here, instead of the relic. The FPS loss is somewhat short-lived, and it won't happen as often.

Sidenote - I'll mention many things to these guys that I feel should be addressed (after all, that's my 'job'), but that doesn't mean that all of them are pressing, front-burner stuff. That's up to the Team to decide.

And I dunno about dual xenon processors Duke, never had them, but dual Xena's would be interesting. :wink:

Posted: Fri Oct 01, 2004 8:31 pm
by Shadowstar
Well, there is a low-detail version of the effect that should be in the code, and it shouldn't hurt FPS at all. Maybe we can bump it up so that we use the low-detail version for all but the highest detail settings.

Posted: Fri Oct 01, 2004 9:18 pm
by jb
Shadowstar wrote:Well, there is a low-detail version of the effect that should be in the code, and it shouldn't hurt FPS at all. Maybe we can bump it up so that we use the low-detail version for all but the highest detail settings.
The problem is the effect is spawning on the server and the server does not know about nor care about the low/high detail settings. So one of these days we can tweak it so it can make better use.

Posted: Fri Oct 01, 2004 10:57 pm
by General_Sun
The explosion kills even if I'm behind a pillar?

I'm not sure if that thing has the damage thingie turned on, but I died even though I ducked behind the pillars...

Posted: Fri Oct 01, 2004 11:34 pm
by Shadowstar
The current damage model will warp around objects. There is a small cone behind an object where you can stay and not take too much damage, so the farther you go from the object, the smaller the area of protection. This also means that larger objects, like walls, have a larger protective cone behind them than a small object like a barrel or pillar. Some large objects are big enough that thier protective area actually widens the further back you get, instead of shrinking like with smaller objects.

If the server is handling the explosion, it could explain why there is a slowdown. It might be lag related rather than FPS related.

Posted: Fri Oct 01, 2004 11:47 pm
by R.Flagg
No, it's not lag (trust me, I do know the difference :wink: ). Me and lag are old friends, and this isn't his style.

So while there may be additional issues, what I reported was all FPS. Nothing to do with the server at all (even measurable offline BTW).

Just FYI.

Posted: Sat Oct 02, 2004 8:40 pm
by Shadowstar
Ok, well the effect isn't likely to change anytime soon. My suggestion would be to change the level that the high detail effect gets used at.

Posted: Sun Oct 03, 2004 5:29 am
by R.Flagg
Shadowstar wrote:Ok, well the effect isn't likely to change anytime soon.
Well, these are the types of things we'll discuss anyway. What with new recruiting going on and so forth..., who knows, right? Maybe we'll get you some help soon. :wink: