Thanks for the replies.

One of the major problems we were having after some test, even with clipping enabled, was that having the all-model level actually being one big level, it was dropping the FPS down too much. We have been doing some test with the level segmented and now the FPS is up to 60 to 100. Also with the actual level seperated into smaller parts, the level load time has dropped down very very significantly and the AI code won't hurt the FPS near as much as having all the MOB's active at once. That is very refreshing news.

We are going to be adding softshadows though, which I am sure will drop the fps down some again, but as long as we get the actual level broken down into segments the right size, I think we should have a good handle on the FPS situation. Softshadows were not an option with the FPS we had before, but I think we can get them back in now. And I'll be damned, if Fuxer will have the game without softshadows, lol. He's pretty adamant about that.

Currently we are at a major rebuilding stage. I am going back through all the script, starting from the beginning, one function at a time, and making sure camera never clips and getting the code cleaned up one piece at a time. Fuxer is currently working hard on the new main character and has solved some issues he was having with scale when exporting the level models to 3dgs. I think the seams where ground models where meeting might now go away. Well, I hope so, or will have to do something to fix that in another way.

Also, we are going to be adding a spotlight shader, like was seen in the Main Menu, to the entire level to get rid of the d3d spotlight, which wasn't working fluently with the all-model level. I am hoping that will work out, if it does, it will change the feel of the game drastically.

Anyway, that's what we are up to right now.

Quote:

But i don't understand the reason of the noise in some screens.





The noise is actually a user option at this point, if I remember right, you can toggle noise with 'N' key, Panel Noise, No Noise, and Shader Noise. Although the noise shader is a real FPS killer, and probably won't actually be an option unless it is improved, although it looks pretty sweet. Actually with the noise shader the noise gets greater the closer an enemy is. Wow, it's been so long since I messed with that, I almost forgot that code was in there. Personally, I think the noise shader noise was too extreme though, it should have been toned down some.

But you may be right, which screens have noise that you believe shouldn't be there?

@ bupaje, Fuxer will have to comment on what you mentioned.

Loco


Professional A8.30
Spoils of War - East Coast Games