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Lag on Firing

Robert Nutter

Serving Victoria
3D Artist
QA Tester
Provisional
Storm Modder
I know this is a real noobie kinda topic, but it seems too trivial to put on the bugtracker.If it isnt only me, then I think it should be sorted else its the kinda thing that could ruin the whole mod. whenever I open fire, normally on a ship of over 32 guns, theres a massive lag which was never there in build 13. Whats been added to do this? And my goodness, if you even want to fire one round using one of the manowars, youd better get comfy for the night cos it drops the framerate right down to 2 or below. This never happened on 13, so does anyone else encounter this? Maybe youve even already made a topic about it and i just havnt seen it. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> Either way, does anyone know or even have this trouble? I know its trivial but its completly put me off having a big ship. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

Skye
 
This is a known problem that unfortunately hasn't been fixed yet.
Worse still, I don't think anyone knows what caused it. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
And it's not really a trivial issue either, is it? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<!--quoteo(post=286230:date=Oct 26 2008, 09:48 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Oct 26 2008, 09:48 PM) <a href="index.php?act=findpost&pid=286230"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is a known problem that unfortunately hasn't been fixed yet.
Worse still, I don't think anyone knows what caused it. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
And it's not really a trivial issue either, is it? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Aye; Ive reinstalled buld 13 alongside 14 so I can still play normally, (Ive managed to get the 102gun build 14 manowar into it BTW! Thats fun!) There is one thing ive noticed has also changed which may well have an effect; the cannons sound different.
Yah, I know; I noticed a rather subtle differance when i used the 42 pounders. I dunno if its a mod or what it is, but they are much more 'rumbly' and merge together much more. I think in 13, the cannon fired after the first quietened down the first wheras in 14, they all remain at the same volume. If you got all this crap <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> then could this be a cataylist in the lagging?

Skye
 
I would like to add in:
When boarding a ship that surrendered to me, there is lag while the drumsound play and my character puts his sable in the belt. When the animation is over and the sound is gone, everything is back to normal and i can walk to the surrendering character.
This IS a trivial issue that annoys gameplay a little, but not crucial in any way.

DJAdmiral, try installing your game once again. It may sound stupid (and probably is, once we know what causes the lag during gunfiring) but my lag while gunfiring is completely gone after a second install-attempt. I initially thought it was the many smokesprites from the cannons, but now both sound and smoke does not cause lag at all.
 
<!--quoteo(post=286596:date=Oct 28 2008, 07:36 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE (PeterWillemoes @ Oct 28 2008, 07:36 PM) <a href="index.php?act=findpost&pid=286596"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would like to add in:
When boarding a ship that surrendered to me, there is lag while the drumsound play and my character puts his sable in the belt. When the animation is over and the sound is gone, everything is back to normal and i can walk to the surrendering character.
This IS a trivial issue that annoys gameplay a little, but not crucial in any way.

DJAdmiral, try installing your game once again. It may sound stupid (and probably is, once we know what causes the lag during gunfiring) but my lag while gunfiring is completely gone after a second install-attempt. I initially thought it was the many smokesprites from the cannons, but now both sound and smoke does not cause lag at all.<!--QuoteEnd--></div><!--QuoteEEnd-->

Drum Roll? I must confess Ive never had that.

aye; thanks for the advice but Ive had to install several times due to other troubles and it hasnt made the blindest differance. as ye say, its probably some really realy stupid little thing doing it. What options are you using in your advanced settings? Screen Res or tex quality doesnt seem to effect it at all weirdly enough, so its probs not a graphics thing. also, I have a surrendering lag too; but only since i set it in int.settings so he runs automatically to the enemy; under manual theres no lag at all. The sprites dont seem any larger or dense in build 14 than 13; has there been ay mod concerned with the firing sprites? I notice Potc uses the triangular grid system for the sea? If so, any small change in sea sprites (are the sharks sprites? Apoligies, but this is rather a new topic for me) could well effect how it then treats others. I know this is all BS, but just trying to figure it...<img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Thanks,Skye

Skye
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->under manual theres no lag at all.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ok, seems to be neither a graphical-, manual/automatic- nor an installproblem, then.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The sprites dont seem any larger or dense in build 14 than 13; has there been ay mod concerned with the firing sprites? I notice Potc uses the triangular grid system for the sea? If so, any small change in sea sprites (are the sharks sprites? Apoligies, but this is rather a new topic for me)<!--QuoteEnd--></div><!--QuoteEEnd-->
Well ob served as for the sea and regarding build 13 or 14. But the sharks are models.
 
<!--quoteo(post=287651:date=Nov 3 2008, 09:32 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE (PeterWillemoes @ Nov 3 2008, 09:32 PM) <a href="index.php?act=findpost&pid=287651"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->under manual theres no lag at all.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ok, seems to be neither a graphical-, manual/automatic- nor an installproblem, then.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The sprites dont seem any larger or dense in build 14 than 13; has there been ay mod concerned with the firing sprites? I notice Potc uses the triangular grid system for the sea? If so, any small change in sea sprites (are the sharks sprites? Apoligies, but this is rather a new topic for me)<!--QuoteEnd--></div><!--QuoteEEnd-->
Well ob served as for the sea and regarding build 13 or 14. But the sharks are models.
<!--QuoteEnd--></div><!--QuoteEEnd-->


Thanks <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />. So sprites are items such as particle effects?

No, it doesn't appear to be connected to install or int.settings as i havnt run the 'runme.bat' on the build 13 I put 14 onto (my system restarts when openeing any kind of dos program; yeah I know, i havnt a clue why and its h*** annoying) so if it was int or build settings wouldnt' this create a different outcome?

Skye
 
There is indeed also a cannon fire volume problem.
I think it was caused by the new sound system which was required because we had too many new sounds in use.
Pirate_KK tried to fix the problem again, but it still doesn't really seem to work right. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

What are sprites??? <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
<!--quoteo(post=287893:date=Nov 5 2008, 11:57 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Nov 5 2008, 11:57 PM) <a href="index.php?act=findpost&pid=287893"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is indeed also a cannon fire volume problem.
I think it was caused by the new sound system which was required because we had too many new sounds in use.
Pirate_KK tried to fix the problem again, but it still doesn't really seem to work right. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

What are sprites??? <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

I think thyre a graphics 'layer', though peter probably will know. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Aye; that must be the system that Ive been 'encountering'

Skye
 
I would´nt know how sprites are made in this game.

In HalfLife, it is constructed as a textured, single polygon plane that always turn towards the eyes of the player.
To imitate a halo around a lightbulb, the plane should have a drawing of beams (like those around the sun) as the texture, with the black background as the alphachannel, in order to hide the square shape of the plane. This way, the player would only see the beams coming from the lightbulb - hence the illusion of a halo around the lightbulb.

Also, if the game supports animated textures (like a continous .gif animation) flames on a torch are easily made this way.
 
<!--quoteo(post=288297:date=Nov 9 2008, 11:36 AM:name=PeterWillemoes)--><div class='quotetop'>QUOTE (PeterWillemoes @ Nov 9 2008, 11:36 AM) <a href="index.php?act=findpost&pid=288297"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would´nt know how sprites are made in this game.

In HalfLife, it is constructed as a textured, single polygon plane that always turn towards the eyes of the player.
To imitate a halo around a lightbulb, the plane should have a drawing of beams (like those around the sun) as the texture, with the black background as the alphachannel, in order to hide the square shape of the plane. This way, the player would only see the beams coming from the lightbulb - hence the illusion of a halo around the lightbulb.

Also, if the game supports animated textures (like a continous .gif animation) flames on a torch are easily made this way.<!--QuoteEnd--></div><!--QuoteEEnd-->


Aye right so.

Ive been using 13 a wee more of recent and have noticed another sublime differance; the 'fire' which comes from the guns when you fire is yellower than in 14. I know this is really getting quite pathetic now, but, Hmmm....<img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Skye
 
Don't remember if any further work was done on the fire graphics since Build 13. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
Thanks for explaining, Peter. I get it. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<!--quoteo(post=288694:date=Nov 13 2008, 05:44 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Nov 13 2008, 05:44 PM) <a href="index.php?act=findpost&pid=288694"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't remember if any further work was done on the fire graphics since Build 13. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
Thanks for explaining, Peter. I get it. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Ok; it must just be my graphic card getting emotional and givin me not enough yellow. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

skye
 
I can just remember incorrectly though and further work WAS done on it. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
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