Fixing the Nodes

Discussion in 'General Modification' started by Shiningted, Jan 22, 2006.

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  1. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Earth Node: I know that only global.lit and the .svb files cause these lockups.

    Fire Node: The clipping, gmesh, pathnode.pnp and fog.col files are responsible here, removing these files clears up the lag completely, but the map will need some extra work.

    Still investigating the other nodes.
     
    Last edited: Jan 27, 2006
  2. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Fixing test files that have no .dat counterparts in one thing, but are we going to make "new" node maps? or overwrite the existing node maps?

    I ask because there are some files (namely the .svb files that are not easilly gotten rid of (well at least I don't know how), any files not in the external file structure is taken from the dats, but from what I've seen today the game performs better without these files. So to prevent the files being loaded from the dat's "dummy" files of the same name must replace the existing files.

    It may turn out to be just plain easier to make "new" node maps and re-direct the doors from the nodes and temple level 4 to the new maps.
     
  3. Shiningted

    Shiningted I want my goat back Administrator

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    Yup, I think you might be right, we may need new ones.

    Speaking of which, those 'spare' nodes in the game, would they do for, say, the fire node? Does it have the graphical requirements?
     
  4. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I don't think so ted. those maps (while not sectored) have thier own .mob files (including fire bats - which aren't seen anywhre else in the game).
     
  5. darmagon

    darmagon stumbler in the dark

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    Not sure if this will be of help, but I have noticed that some of the sprites used for particle systems can cause a major slow down of the effects on screen when compared to other sprites for the same effect. Now I am not sure how the nodes work entirely but I am pretty sure that some of the stuff in partsys0 is used in them. My first impression is that a grey scale mask(alpha channel) (instead of just a black and white one) in the .tga file for the sprite can take a lot longer to process in game. My tests with some of these when working on some spell effects, produced significant lag in some cases. As I have said, I am not sure, but this might be a contributing factor.

    Darmagon
     
  6. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    OK, here is what I have so far, could some of you (experienced modders who suffer with lag only please) give this a try. Oh and don't forget to clear the map cache.

    The earth and fire nodes run fine (for me) with these files, post your feedback here please.

    [NOTE] I know the Fire node looks a little odd without the swirling magma.

    [EDIT] the node fixes (all of them) are a couple of posts down.
     
    Last edited: Jan 29, 2006
  7. darmagon

    darmagon stumbler in the dark

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    Okay, only tried the fire node and still had a little lag. but the way I was chasing all over the map trying to get a freeze, as I would have in the past doing this, I was amazed by the difference. Goodonya, Allyx! Didn't really stop to check the 'eye-candy' on the way, but I think that, whatever is missing, we can live without in order to have a more stable and fluid game.

    Darmagon
     
  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Excellent, that's just what I wanted to hear, thanks darmagon. here's the fix for the all the node maps.

    [EDIT Download removed, will update a few posts down.
     
    Last edited: Jan 29, 2006
  9. Gaear

    Gaear Bastard Maestro Administrator

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    I hate to be the naysayer here, but I don't seem to have enjoyed the same level of success in the node I tested (earth).

    Typically I don't often get the real long freeze-ups of 10 minutes and the like, but I often get the mini-freeze-ups of 30 seconds or so, particularly in the fire and earth nodes. I did the SW Galeb Duhr fight in the fixed earth node and still got several mini-lockups, although my impression is that there were fewer of them. Overall not a dramatic difference though. Sorry for the Debbie-Downer tale of woe. :tired:
     
  10. Shiningted

    Shiningted I want my goat back Administrator

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    I had a nice wander around the air node, killed some vortex's, ignored some Vapor rats. The missing .svbing is noticeable if u look for it (at that archway u walk under), but some fuzzy clipping still occurs.

    I got a 7 second lockup immediatley after recruiting Taki. That was the only problem (and I was mousing the edges of the screen like a fiend).

    More testing to come.
     
  11. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    @Gaear, sorry you had trouble in the earth node, turns out that node didn't have the fog.col file like the other nodes did.

    @Shiningted, I didn't mess with the .svb's in the air node, but I did clear the data from the clipping and gmesh files, that might be causing the odd graphics.

    [EDIT] Attachment removed..
     
    Last edited: Jan 29, 2006
  12. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Could you testers also try this version for the air node, please delete the modules/Co8-4.0.0/maps/map16-air-node folder first as I've removed the modified clipping files in favour of clearing the svb's - should partially sort out the graphics issue ted mentioned above.
     

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  13. Gaear

    Gaear Bastard Maestro Administrator

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    Okay so I went to the fire node using the latest fixes. At first things were pretty smooth (to the S & SW, fire toads, Darley, etc.). When I went east however, toward the snakes, fire ems, and salamanders, I was back to the frequent 30 second lockups. I think I had 3 in rapid succession - lock, wait 30 seconds, unlock, wait 1 second, lock, etc. Don't know what to say. :shrug:
     
  14. Lord_Spike

    Lord_Spike Senior Member Veteran

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    Do you suppose that the lava problem (if I get this...) is the monster's problem, too? They all have a 'pyroclastic' and/or fiery look that may be compounded by the number of creatures appearing. If that effect was taken out of the lava, maybe a similar removal from each type of creature is in order...:flamed:
     
  15. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Ok, here's another version, in which i have replaced the global.lit file with a renamed blank text file (it loads, does nothing, and otherwrites the one in the dat - so exactly what I want it to do ;))

    @Gaear, give this a go, just unzip it as before and overwrite all, let me know how it goes.
     

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