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Author Topic: WxTech's Effects Pack v1.6 for B.A.T and 4.12  (Read 19689 times)

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bomberkiller

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #120 on: April 07, 2023, 07:03:47 AM »

Quote
I've never used DBW

Hello WxTech,

the fundamental difference between #DBW and #B.A.T. is plain and simple that #DBW was build on IL-2 v4.10 and 'B.A.T. based on v4.12.

Of course, the mods based in v4.10 are for the most part completely different in relation to the "later" modifications.

What I miss for my ancient #DBW?

whistler's brilliant work on the minimap (NG-CAM_v2.0) and all the options that go with it. But unfortunately we're back to IL-2 v4.12 then...!

Too bad you never tried #DBW (preferably with "Tigers" UV3 soundmod).

The main advantage of B.A.T.:

The fast start of the game, the handling when building missions and the clarity of the different functions and the division and easy switching of the different areas (even if I only fly #WAW3).

The downside:

You take everything, even if large sections of the game are never used.

I've been flying an IL-2 since spring 2002. What has been made of this game to date is simply amazing!

If someone had told me then that I would still be interested in IL-2 more than 22 years later, I would have thought them stupid.  ;D

With many thanks to all modders, improvers, idea generators, skinners and workers... who had and have kept this game alive.

With best regards, Happy Easter and thank you for your efforts regarding your "WxTech_Effects"

 ]cheers[

Gerhard








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vonOben

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #121 on: May 08, 2023, 11:59:35 PM »

Many thanks for these new effects WxTech!  :)

I've now installed these folders to my WAW folder (BAT 4.2.2 with hotfix 4):
WxTech_Effects_v1.6
WxTech_AircraftState_classes
WxTech_Full_Throttle_Smoke_Mod_BAT-4.1.2+

If I've understood correctly that would be sufficient to use your AI overheat mod, correct?

I have an old PC and I've tested the frame rate before and after installing your effects using the Black Death track with Fraps.
With default effects I get this:
Frames, Time (ms), Min, Max, Avg
 10474,    145000,  16, 163, 72.234

With your effects the frame rate is slightly lower
Frames, Time (ms), Min, Max, Avg
  9293,    145000,  13, 152, 64.090

I also get a lot of these errors in the log file:
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)

I really like what you have achieved with your new effects and would like to keep using them, but is there anything I could modify in your effect files to improve the frame rate?
Especially to increase the min frame rate?

Best regards

vonOben
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #122 on: May 09, 2023, 01:31:54 AM »

I would like to track down all instances of those particle count adjustments. As far as I understand, they pose no notable impact.

Given the SIGNIFICANT increase in complexity and variety, a loss of 9 fps is not that bad. Compared to stock, my Explosions.class (the heart of the venture) has about 2.5X more lines of code. I make much use of randomness to select from among different effects, so that there is less predictable sameness for a given event. A good number of new effects and code to implement them are incorporated. New code is written so as to obtain a high degree of consistent smoke column behaviour. I make a bit more use of illumination sources.

Compared to some effects mods, I use textures that in a number of instances are a bit larger in order to not be too lacking in structural detail.

I have striven to keep particle counts reasonable. The generally longer live times will result in a larger number being drawn at any given moment.

In order to shave off frame rate reductions, without degrading the overall zeitgeist too materially, it would be required to shorten particle live times, make some effects last for a shorter period, reduce the number of illumination sources, reduce the selection of  some alternate effects, eliminate some number of new effects, make less use of animated texels (?), and perhaps reduce texture sizes where the softening would not be objectionable.

I'm curious. Do you have Effects=0, 1 or 2 in conf.ini? If you haven't done so, try 0, which eliminates ground shadows for smokes. That's what I've been using for a few months now. It helps frame rates, but more usefully it eliminates some quirks that accompany the drawing of the shadows, resulting in higher consistency of appearance.
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vonOben

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #123 on: May 09, 2023, 03:40:56 AM »

Thanks for the explanation WxTech - not easy I understand that!

I've been using Effects=0 for years now.
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #124 on: May 09, 2023, 11:01:46 PM »

I just ran a check on TheBlackDeath track, and after a second run so as to have the effects loaded into memory, my min frame rate is 32. Now, I have my fps limited to a max of 63 (an odd value, to give a safe overhead for the head tracker) via the nVidia Control panel, and so the max and average are meaningless. But besides the few, brief slowdowns--some being too short to clearly detect--things chug along quite smoothly.

My machine is 4 years old, it being an i5 overclocked to 4.8 GHz, with an RTX 2060. I run at 2560x1440, in perfect landscape mode, and am running Reshade with two effects. I do have some video settings dialed back a tad which helps a bit; AF=16, AA=8, antialiasing-transparency=Multisample.
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Dragunoff

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #125 on: May 25, 2023, 01:15:13 AM »




I have problem with antivirus, dont know why.
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PO_MAK_249RIP

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #126 on: May 26, 2023, 02:04:09 AM »

False positives without a doubt - can you add them as an exclusion ın McAfee?
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Dragunoff

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #127 on: May 28, 2023, 02:56:57 AM »

OK, done.
No, but there is "restore" option, after which it no longer blocked the downloaded file. Super!
I haven't had this problem before with any version of the mod and was a bit confused...
Thanks PO_MAK_249RIP !
 
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Old_DaD

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #128 on: July 21, 2023, 07:33:25 AM »

Persons..if you should pass this way again.
I just saw this in log file: WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Effects/TEXTURES/PluffMkI.tga'.
Is it of any importance? Or relevance to the smooth operation of this pkg?
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #129 on: July 21, 2023, 10:37:53 AM »

Such texture reload errors are of no consequence at all.
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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #130 on: July 21, 2023, 10:46:30 AM »

I can sleep easily tonight now.
Mucho Gracia's.
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Proto

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #131 on: August 27, 2023, 05:24:29 AM »

We need 4.13 classfiles.
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