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Author Topic: Clash of Eagles, Dedicated Mod DCG BoB Campaign for SAS Dark Blue World  (Read 43647 times)

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Slink

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Re: Clash of Eagles, Dedicated Mod DCG BoB Campaign for SAS Dark Blue World
« Reply #48 on: February 27, 2012, 02:52:22 PM »

Dunno Semor, 512 onboard is half what I have, but could be more complex than that. Win7 with 4gigs? I tried that on my first Win7 machine (32bit) but it was unbearable, went to 64bit with 8gigs and finally ran smooth, but that's really the effective minimum. Deja vu, I remember 4 megs mem vs 8 megs...

pierre, 2048 in the selector is pushing beyond the safe limits, but if it normally works... I only have 512 in the selector but still get it.
Could it really be the vector/weather objects? Again, disabled and no difference, but put a NAV object in and the pauses match the nav reports on screen!?
I'm still more inclined to think of texture loading from second level mem or even HD, as you can remove all the mods and it's still there. Have to try taking out all the C&C objects, removing that too, and see if that finally confirms it. In QMB in DBW there are no problems, but that's clearly much lighter.
I know the dynamic weather pauses as the weather updates, but there are multiple vectors and max 3 stormfronts active here (variable), so if they all hit the CPU at once? On the other hand it's the GPU that's stalling, unless it's (they) are waiting for data from a stalled CPU? I run with 8 cores, and at least half are active running the game (just internal load balancing), but the graphic data thread must be getting blocked by some heavy number crunching.
Maybe CY6 himself could say, but I'll try taking it all out to check if it's still there. Bit of a killer this one, but if that doesn't work?
Still, lowering the graphic settings in nvidea (or ATI) seemed to help, but not completely.
Oddly enough, it is variable, sometimes I get it, but not always, and sometimes with longer intervals, sometimes brief pauses, sometimes long, and the game continues so it shouldn't be the CPU... think I need a guru... anybody not have this problem?
Actually dietz just told me it was working fine, have to go ask back.
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Slink

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Re: Clash of Eagles, Dedicated Mod DCG BoB Campaign for SAS Dark Blue World
« Reply #49 on: February 28, 2012, 03:51:58 AM »

So, a partial fix; knew something must be staring me in the face.

The vectors don't seem to be the problem, AGCI might be slowing things down though when it scans for contacts, not sure, have to test more, but then you have to rely on the IL2 vectoring, or play god and use the map.

UPDATE; so I did test some more, and it is the vectors. Shit.
Watched the RAF flights closing in on a lone raider on the map, waiting, pause... and just after the RAF group splits and breaks off. This at 5:03 mission time, so start again, run up to nearly 5:03, watch the RAF flights, waiting, pause... and they get new orders and vector toward the target.

So, the number of vectors or the number of flights being vectored? Tried it with even more vectors so they each control fewer planes (I know it says all planes within range, but it does actually work). No help, which is odd, on the big map I didn't really have this problem.

Still, try it with a single vector, better, still pauses, but only momentarily.

One red and one blue? Makes things worse again.

So, looks like only one (and no it's not in the read me), so here's a new single and repositioned entry for the mission templates to replace the vector block at the top of [NStationary]

  2719_Static vehicles.stationary.Vector$VectorUnit 1 120000.00 290000.00 360.00 0.0

i.e. replace the eight entries with this single one. There will still be a bit of lag occasionally, nothing is perfect, but should be playable.

Does mean the Luftwaffe have some gaps, so Ventnor has probably been hit again, and the RAF may tend to bunch up more, but if it works...

There may still be some pauses, like when delayed start planes get spawned, but much less.

ALSO:
The Fire objects from C&Cv2 increase the draw distance to make city fires visible over long distances at night (Semor's campaign?), but this also seems to drop the frame rate by half on my set up, which maybe stands to reason... I put these in experimentally at the last minute (for Blitz fires in London), but taking them out of the mission templates (and generating a new campaign) seems to improve things. Delete these from the mission templates (BoB7, BoB8a, etc.) to increase frame rates.

Dynamic weather causes a slight delay when the weather changes, graphic update, which may contribute too, but removing it doesn't seem to make that much difference, and the changes are a bit sudden, but it does give some nice mixed weather effects with Stormfront, which doesn't seem to be a problem either really, there are two red and one blue which are enabled/disabled by DCG as the front moves over them so you may get none or all three.

Doesn't seem to be any real conflict, but we probably don't actually need both as the stormfronts are variable thanks to DCG and actually provide more realistic transitions without the sudden changes, and different conditions in different places on the map, so you could take out dynamic weather and stick to the stormfronts to reduce the graphic updates and give less sudden changes, but it's personal taste there.

After editing you have to start a new campaign or go into the campaign itself in Missions/GB/DE and edit the DCG campaign files (if you know what you're doing!). Easier to just generate new, unless you insist...

You should do this after disabling in jsgme of course, or the changes won't stick.

(You can actually do this anytime in a campaign, disable in jsgme, untick third party campaign in DCG, play a different one, come back again by re-enabling third party campaign, and point DCG to the interrupted campaign with Files/Select DCG Campaign Folder, or just use the folder icon on the button bar. Your campaign will start up again where you left it... ).

I'd also like to say thanks to pierre and Semor for giving me some feedback and suggestions, really helps to bounce ideas around, cheers guys.
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Slink

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Re: Clash of Eagles, Dedicated Mod DCG BoB Campaign for SAS Dark Blue World
« Reply #50 on: February 28, 2012, 11:26:24 AM »

Alternatively you could also just download these updated mission files, disable the campaign in jsgme, and drop them in jsgmemods/!!!!Clash of Eagles BoB 1940/Missions/!DCG Clash of Eagles BoB 1940, i.e. the folder with the DCG campaign files, and overwrite the old ones. Re-enable, start a new campaign, and it should work...

Get the full update from the first post instead...

and I still have to do the Luftwaffe airfields...
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Slink

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Re: Clash of Eagles, Dedicated Mod DCG BoB Campaign for SAS Dark Blue World
« Reply #51 on: February 29, 2012, 11:16:35 PM »

So, last point just in case before I put it back in the box,

this includes the 1024 textures for Cannon's maps, however as tgb s with alpha channel. (1024 high res close up with tile blending & 512 for distant). This should improve the view and reduce the graphic drawing load (not trying to draw 1024 out to the horizon), however, it also means you have two tiles loading into memory, one 1024 and one 512, so the memory requirement is actually higher, although the number of tiles is limited, so doesn't add up to that much.

This shouldn't be a problem for most, and isn't for me, no difference with and without, but as Birdman states in the High Res textures thread, graphic cards with low mem (512) may struggle with this producing lags and pauses. The same would be true if you allocate too much mem to the game in the selector, leaving no space to load textures.

If you have low mem, try disabling the _Tex directory in the Maps section of !!!CoE, you'll go back to the "stock" 512 textures, but it might help.

Ironic somehow to have the same problems as CoD...
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Semor

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Re: Clash of Eagles, Dedicated Mod DCG BoB Campaign for SAS Dark Blue World
« Reply #52 on: March 01, 2012, 06:02:49 AM »

Slink,thanks for your had work,to make this Campaign playable for the most users.
But in the end,I have to say that this Campaign is a REAL FPS KILLER for my Poor pc with my dual core 2,9 Ghz and 512 mb graphics, :(

I can try what I want,but I never come over 6-12 Fps in the missions,and yes, I try to disable the _Tex directory in the Maps section ,but no luck.
Maybe it is the resource hunger of the Cannon´s map AND the C&C objects that drop´s my Fps.   I don´t know. 
Strange thing is,that I can normaly play the most third party campaings and the stock DCG ones in full settings with a constant good frame rate. Anyway, shit happens...and life goes on!  ;)

I´m looking forward to your DCG campaigns in West Europe( hopefully,that this true piece of art runs a little bit smother on my machine)

Keep on rock´n
cheers mate.


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pierre1946

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Re: Clash of Eagles, Dedicated Mod DCG BoB Campaign for SAS Dark Blue World
« Reply #53 on: March 01, 2012, 06:44:09 AM »

Hi, Slink / everybody,

Built a fresh install (CD 1946 => Superpack => DBW 1.71).
Installed CoE. Installed patch http://www.datafilehost.com/download-8e16164b.html.

These measures certainly had a good effect overall.

It strikes me that in another install the level of FPS stays around 60, even with time hurry up, but in CoE the FPS drop from around 60 to 40 and 15 with time-acceleration. 2x => 40, 4x => 20, 8x => 15.

I mentioned earlier that my PC can't be the culprit.

I wonder what is?

Thanks for a mountain of work in the campaign. I started off with Kiwibiggles' building tutorial and I know now what campaing building entails. Whow!

Greetings / Pierre
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Slink

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Re: Clash of Eagles, Dedicated Mod DCG BoB Campaign for SAS Dark Blue World
« Reply #54 on: March 01, 2012, 06:53:49 AM »

Semor, did you try turning down the stationary objects/columns density too, there are several thousand objects on the map, and a lot of ships, try putting everything down to sparse, squads included, delete all the C&C objects from the mission template, and without the textures it should then be basically just Cannon's map with a few planes.

Still, does indeed seem to be some strange variable factor involved pierre, odd, so I'm going to take it apart and try it as just the raw campaign in a completely clean DBW install, then add back bit by bit to see where it starts slowing down. After I've finished the new DCG files, over the weekend hopefully.

Thanks for the reports Semor & pierre, really appreciate it.
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pierre1946

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Re: Clash of Eagles, Dedicated Mod DCG BoB Campaign for SAS Dark Blue World
« Reply #55 on: March 01, 2012, 07:04:11 AM »

Now that you mention it (there are several thousand objects on the map) it takes a rather long time for the map to load, and all the stationary items. A drop in FPS therefor isn't strange. For me it's easy: no time acceleration and I'm happy....
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Slink

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Re: Clash of Eagles, Dedicated Mod DCG BoB Campaign for SAS Dark Blue World
« Reply #56 on: March 01, 2012, 10:20:40 AM »

Why does it slow down again from the second campaign?
'cos some idiot forgot to delete the three fire objects at the bottom of [NStationary] from the other mission templates.  ::)

Just delete them manually if you already downloaded, new updated link above.
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pierre1946

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Re: Clash of Eagles, Dedicated Mod DCG BoB Campaign for SAS Dark Blue World
« Reply #57 on: March 01, 2012, 10:39:02 AM »

Now you lost me.

Step by step?

Do I look in the stationary.ini? Or....?
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Slink

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Re: Clash of Eagles, Dedicated Mod DCG BoB Campaign for SAS Dark Blue World
« Reply #58 on: March 01, 2012, 03:47:29 PM »

Two different things pierre, step by step refers to me taking the mods/campaign apart and putting it back together again, one at a time, to see which may be causing a problem.

Interesting here is that I put the Instant Logging mod in for some checking, only to find the FPS dropping dramatically, maybe there's so much going on? Took it out, stable and regular, 97% GPU use, nice frames, fast, switch views instantly, speed up etc. Put in again (same mission) and it drops to the floor again (but could be different again tomorrow the way things are going). However, if anyone has it enabled in #DBW try taking it out and see if that helps, I was rather surprised...

The fire objects are in the mission template files in the CoE campaign folder under !!!Clash of Eagles/Missions/!DCG Clash of Eagles BoB 1940, there are five, BoB7.mis, BoB8a.mis, BoB8b.mis, BoB9.mis and BoB10.mis. I already took them out of the first, but forgot in haste to take them out of the others. You only have to open them in notepad and scroll down to the objects list under [NStationary], it's a long list so use the scrollbar not the mousewheel (or just search for fire). The last three entries are the fire objects, which you should delete, leaving no empty lines of course.

  2764_Static vehicles.artillery.Artillery$MG42 2 327039.37 271247.15 495.00 0.0 0
  2765_Static vehicles.artillery.Artillery$Flak38_20mm 2 327129.37 271247.15 405.00 0.0 0
  2768_Static vehicles.stationary.Fire$FireUnit 0 264416.13 238849.02 360.00 0.0   <---- here
  2769_Static vehicles.stationary.Fire$FireUnit 2 264023.18 238740.80 360.00 0.0   <---- here
  2770_Static vehicles.stationary.Fire$FireUnit 1 264612.93 239106.90 360.00 0.0   <---- and here
[Buildings]
  0_bld House$FurnitureSandbags_Round 1 101105.00 224060.00 660.00
  1_bld House$FurnitureSandbags_Round 1 100800.00 225300.00 405.00
  2_bld House$FurnitureSandbags_Round 1 102099.62 225000.32 585.00

or use the fixed mission files I reposted.
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Semor

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Re: Clash of Eagles, Dedicated Mod DCG BoB Campaign for SAS Dark Blue World
« Reply #59 on: March 02, 2012, 09:11:21 AM »

Thanx for the updated Mission files Slink.
Seems like my Fps problems are mostly gone.I had a short look in the first 3 missons of the german side,and so far,it runs smoth.Have to tone down the column and stationary object density a little bit to moderate/heavy settings and now it works well.

Cool stuff. thank you very much!!
Now, I can practise some survival technics in my Me 110....lol
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