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why is my game so slow to make stuff?


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#1 1871

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Posted 24 August 2009 - 04:58 PM

HI again, when i downloaded the latest version of P.R. 1.1.1. and installed it from the P.R. site I d/l'd the version 1.1, the slim campaign (which the Galaxy far far doesn't even load, I mean after 4 minutes) and GHost's patch.

Now If I play a skermish to try to learn how P.R.
s peeps have radically changed how a star wars game works and you certainly did do that: I found that each and every map is duplicated in the 'skermish maps' screen... Why is that? did I install more than I should?

I dont think it's my system, cause except for P.R. my system has been able to play any game out there.

I have a 9600 512mb video card and a quad core athelon 64 x2 2.6 G, I have 3.582 G of memory and swfoc only ever uses up 50% of my available system resources.. SO please tell me why when I start a game it takes minimum of like 6-8 hours to upgrade the ships to be worth building so they last longer in a fight.

#2 Aizen Teppa

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Posted 25 August 2009 - 08:26 PM

From what I found out, PR is VERY heavy CPU dependent. RAM or VGA is/are not a big problem(s). IIRC PR only moved past 900 MB mark when I tested GFFA when PR 1.1 first came out. With smaller maps 600-700 MB is max (even with my ship limit set at 250 ships/side).

Just 2 days ago I switched to i7 from my old C2D 2.4 on n680i (old vga 8800gts is the only component from old PC on new platform). C2D, It was slow, I managed to reduce some lag by editing planets a bit. I loaded today PR on i7 (64bit W7, because frankly, i7 and 32bit OS is total overkill and completly pointless) for a very first time. As I suspected old saved games hang 10 second after load. So I started new campaign (Thrawn Campaign) and I must say one thing: what is lag? Absolutely nothing jumping, freezing. Game no longer stops when AI moving ships/units around - although it was extremly annoying, it was also useful "feature": early warning system that AI is up to something. Now, game running just like a rocket. I will try tomorrow GFFA.

Current specs: i7 920 2.66 (no need to OC for at least 2 years and power consumption is atrocious as it is), 6 GB RAM, 8800 GTS640, MSI Eclipse SLI, W7 64b. Absolutely stress free gameplay (except AI which dont know how to build space stations).

I know it is not much help in your case, but I know how you feel running PR on semi-decent system. I also waited minutes to load bigger maps, on i7, TC loading perhaps 15 seconds, maybe 20, instead 90+. Small performance tip on slower systems: Just in case if you running background software like eMule, BOINC, World Community Grid, Seti@home. Turn it off before you start PR. You need every bit of CPU power you have. Same thing with Vista Aero. Use Classic theme instead of Aero when playing PR.

#3 Invadious

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Posted 26 August 2009 - 12:31 AM

Yes, i7 does help allot. You can see my i7 in this thread. It was a huge step from 1.8GHz single to 3,4GHz Quad HT.

#4 Aizen Teppa

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Posted 26 August 2009 - 06:50 AM

So we ended with PR Top Tip:

Want smooth gameplay -> switch to i7. :p

#5 Phoenix Rising

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Posted 27 August 2009 - 12:52 AM

HI again, when i downloaded the latest version of P.R. 1.1.1. and installed it from the P.R. site I d/l'd the version 1.1, the slim campaign (which the Galaxy far far doesn't even load, I mean after 4 minutes) and GHost's patch.

I'm going to make sure GFFA is running at 100 planets and no more for v1.2.

I found that each and every map is duplicated in the 'skermish maps' screen... Why is that? did I install more than I should?

No, just a weird bug. I had to edit all of the "official" maps to add the Skirmish X7, which automatically made them "custom"... except the game still detects the original copies that mine are overriding. Apparently there's no difference between duplicates though, since they have been overridden.

#6 Invadious

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Posted 27 August 2009 - 01:13 AM

HI again, when i downloaded the latest version of P.R. 1.1.1. and installed it from the P.R. site I d/l'd the version 1.1, the slim campaign (which the Galaxy far far doesn't even load, I mean after 4 minutes) and GHost's patch.

I'm going to make sure GFFA is running at 100 planets and no more for v1.2.


Ahhhh, GFFA (Lite) runs fine for me now, and I still like to play the full GFFA once in a wile. Please include the full GFFA with all planets. Or even something else which is around the same as the current GFFA (Lite), all those planets totally dominated every other mod around.

#7 Tropical Bob

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Posted 27 August 2009 - 06:43 AM

I agree with Invadious. Though I do like performance, every once in a while, I personally would like to embark on the epic campaign of taking over the whole galaxy.

That's why I have all the varied versions of the GCs. GFFA Master, Full, normal, Slim, Lite; and all the normal and Slim versions of the others. (I CAN'T WAIT FOR THE NEW THRAWN!!!!)

#8 Invadious

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Posted 27 August 2009 - 09:44 AM

Yeah, the full version should be added from the original 1.1 release. Medium, which is GFFA (Lite) from the light campaign pack. And lite, the one you are planning to make with 100 planets.

#9 Phoenix Rising

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Posted 27 August 2009 - 06:35 PM

Ahhhh, GFFA (Lite) runs fine for me now, and I still like to play the full GFFA once in a wile. Please include the full GFFA with all planets. Or even something else which is around the same as the current GFFA (Lite), all those planets totally dominated every other mod around.

There are just too many people out there with bad PCs. So, GFFA v1.2 will effectively be GFFA Lite v1.1 (minus 18 planets) and GFFA v1.1 will be dropped from the campaign list. If there's demand, I'll include a GFFA Full as part of the files, but not officially activated. That should at least prevent people from attempting it who shouldn't.

(I CAN'T WAIT FOR THE NEW THRAWN!!!!)

TO is now (thanks to Ghost) really well done, but The Essential Atlas sort of threw a hydrospanner in it by exactly placing so many planets and hyperlanes. All things considered, our galaxy map has turned out to be exceptionally accurate and I can still boast that we pioneered Thrawn's campaign two years before they did it "first", but many of the atlas changes couldn't have been anticipated. For example, it's quite apparent that Rebellion's sectors were considered pure S-canon, as many planets placed only by that have now been overridden with more sensible locations. Anyways, we've decided to go with our original placements for v1.2, with official TES placements coming in v1.3.

#10 Invadious

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Posted 27 August 2009 - 07:03 PM

Ahhhh, GFFA (Lite) runs fine for me now, and I still like to play the full GFFA once in a wile. Please include the full GFFA with all planets. Or even something else which is around the same as the current GFFA (Lite), all those planets totally dominated every other mod around.

There are just too many people out there with bad PCs. So, GFFA v1.2 will effectively be GFFA Lite v1.1 (minus 18 planets) and GFFA v1.1 will be dropped from the campaign list. If there's demand, I'll include a GFFA Full as part of the files, but not officially activated. That should at least prevent people from attempting it who shouldn't.

Fair enough, but I still don't think it's the amount of planets that lags the game. This mod also has allot of planets but runs as fast as the original game. It are just the insane number of units (I was the Empire on that game). I mean, you could easily make a GFFA with all the planets and all units, and a GFFA (Lite) without that many starting units. It is also because there isn't any units cap for space units, is the Alliance really able to find that many people to fill their ships? The original unit cap was too low, maybe you can make it really high, but just high enough to have no lag. Of course, every planet has a different number of people to provide pilots for the ships, which can be done with <Additional_Population_Capacity>. So you could base the number of inhabitants of a planet you conquer and somehow implement that in a number that raises the total unit capacity (Coruscant with 1 trillion people = 1000 extra on the total unit capacity).

Edited by Invadious, 27 August 2009 - 07:04 PM.


#11 Phoenix Rising

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Posted 28 August 2009 - 01:06 AM

It are just the insane number of units (I was the Empire on that game).

Planets still require units though. Even with minimal starting forces, a big galaxy is going to be a grind in the late game.

By the way, you never get tired of seeing screenshots of your own work :p. 531 modular conveyors, hah... I'll have to fix that for v1.2.

It is also because there isn't any units cap for space units, is the Alliance really able to find that many people to fill their ships?

Theoretically, yes. There are 12.5b+ Mon Calamari on Dac alone. If just 10% of those are able-bodied, that's something like 191k MC80s worth of crew. Just saying, it's all what-ifs from 18 BBY.

To be honest, I'm not sure that would really fix the lag issue. I'm wary of slimming the pirates much more than they already have been, and it still lags for some before any player-faction units have even been built.

#12 Invadious

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Posted 28 August 2009 - 01:30 AM

By the way, you never get tired of seeing screenshots of your own work :p.

I've got plenty, I'm making some sort of full HD gallery. I'm also making a file with all the units, heroes, structures (these have their descriptions and your pictures with them), Galactic Maps, Tech Trees and screen shots from your site. I'm also thinking of making some Full HD movies from your mod, I've already tested it and I can play on full speed in the smaller campaigns while recording with the highest settings. And in case you haven't already noticed, I do like this mod :p :p Oh, and I hope you don't overhaul everything in the unit list, otherwise I'll have to do it all over again :p

531 modular conveyors, hah... I'll have to fix that for v1.2.

Yes, the AI doesn't even seem to use their 10 Million credits, they still spam the same ships over and over again and haven't researched anything (a minimal of 5 Independence-class MC120 Star Cruisers in every attack).

Edited by Invadious, 28 August 2009 - 01:44 AM.


#13 Phoenix Rising

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Posted 28 August 2009 - 03:56 AM

I've got plenty, I'm making some sort of full HD gallery. I'm also making a file with all the units, heroes, structures (these have their descriptions and your pictures with them), Galactic Maps, Tech Trees and screen shots from your site. I'm also thinking of making some Full HD movies from your mod, I've already tested it and I can play on full speed in the smaller campaigns while recording with the highest settings. And in case you haven't already noticed, I do like this mod :p :p Oh, and I hope you don't overhaul everything in the unit list, otherwise I'll have to do it all over again :p

Sounds sweet :p. Yeah, anything you want to put up on YouTube or whatever would be cool.

The unit stats should be pretty much fixed since the big upgrade overhaul in v1.1, but I can't guarantee there won't be exceptions. Some units, like the Im418, are clearly due for changes (just ran out of time for it last release).

#14 Invadious

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Posted 28 August 2009 - 05:47 PM

I'd like to make videos, but I don't know what free video software editor is suitable for such a task. I've already tried many but they did not do what I want them to. Anybody has suggestions for a free video editor?

And of course you can change the stats of ships on your site, I'll keep an eye out for any changes so I can change my file with it. And what I noticed during copying everything, why doesn't the Praetor have any transports, and are you also going to add all the land units on the site?

Edited by Invadious, 28 August 2009 - 05:51 PM.


#15 Phoenix Rising

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Posted 28 August 2009 - 11:20 PM

I'd like to make videos, but I don't know what free video software editor is suitable for such a task. I've already tried many but they did not do what I want them to. Anybody has suggestions for a free video editor?

Is Final Cut Pro free? I was under the impression that it was... at least on some platform (maybe not Windows).

And what I noticed during copying everything, why doesn't the Praetor have any transports

I was thinking about overhauling it, so I actually haven't touched its complement yet. It'll be done one way or another before the next version.

are you also going to add all the land units on the site?

Eventually. Still many changes to make to those.

#16 Invadious

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Posted 28 August 2009 - 11:55 PM

Final Cut Pro is Mac exclusive. I looked on the official Empire at War site. for some inspiration for videos. But the planet index makes me wonder (maybe I missed it, but I've been gone for quite some time), but where is jdk002?

Edited by Invadious, 29 August 2009 - 12:03 AM.




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