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StarLance status report: sad news

#1 User is offline   Slug 

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Posted 05 July 2001 - 11:03 PM

Well, I talked with Nathan Lamont about the problems with StarLance d.0.1, and he says the graphics are simply [url="http://"http://www.slugsoft.f2s.com/img/ask_slug/too_intense.jpeg"]too detailed[/url] for Ares to handle all at once. Currently, they are super huge and set to 2:1 zoom so you get maximum detail.

It is with great regret That I inform you the graphics will have to be set to 1:1, instead of 2:1. The sprites will be only 1/4 the size they are now.

If this problem persists after this change, I may consider porting StarLance to EVN instead.

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#2 User is offline   Fleet Admiral Darkk 

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Posted 07 July 2001 - 11:28 PM

Uhh, this sounds silly, but how much memory are you giving Ares?
CA had problems viewing M:Inv's graphics until he cranked the memory allocation.
I'm sure NL would have thought of it, but on the off chance he didn't, try setting it to 25600 kbytes.

If that doesn't work, try 51200 or more if you've got it.
If THAT doesn't work, NL is right (no surprise if that's true).

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#3 User is offline   Count Altair El Alemein 

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Posted 07 July 2001 - 11:33 PM

I use a 2:1 thingy for a few of the ships in SETR. I'd best be wary of using it too much.. still.. it'd be a shame to waste all the detail on that Alien corvette...

#4 User is offline   Admiral Grammaticus 

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Posted 08 July 2001 - 10:21 PM

I don't remember specifically what I said to Slug, but I do know that he was running out of sprites somehow. I didn't mean to imply necessarily that it was the size of his sprites that was causing this problem.

I suspect some sort of run-away object creation/destruction. Somehow I am suspicious of the fighters created by the carriers, Slug. But that's just a hunch.

I was alarmed about the size of the sprites b/c of the memory they use up -- as Darkk pointed out -- and because I simply never imagined Ares using sprites that big. While there is a max size of sprites, I don't believe that you're exceding it because the sprites, after all, are shown. Still, I want to look into it.

I haven't had a chance yet to dig further.

[This message has been edited by Admiral Grammaticus (edited 07-08-2001).]

#5 User is offline   Slug 

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Posted 09 July 2001 - 02:27 AM

Hmm, I'll look into the carrier/fighter relationship, but I doubt it's the main cause of the problem, as I think I had it before I created the carrier/carrier fighters (just not nearly as bad).

Ah well, thanks for your time in advance, Mr. Lamont.

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#6 User is offline   Pyro 

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Posted 14 July 2001 - 05:27 PM

to intense huh... that blows. Why do i have the feeling a *plugin* is going to surpass my system requirements, sigh.

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#7 User is offline   Sundered Angel 

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Posted 21 July 2001 - 06:03 AM

Hmmm. I've been experimenting with 2:1 graphics myself, particularly for fighters.

Anyway, the recommendation I'd make (assuming it doesn't turn out to be some unfixable problem) would be to use 2:1 for fighters and other small craft, and 1:1 for larger vessels, even 2:1 for the really, really big ones (you know, gateships size and such). What do you think?

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#8 User is offline   Count Altair El Alemein 

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Posted 25 July 2001 - 04:33 AM

SA, could you post your email address here? I'd like to reply to your email, but I can't because I deleted it Posted Image.

#9 User is offline   Pallas Athene 

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Posted 25 July 2001 - 08:57 AM

I think in the revising of the UESG I'm going to use 2:1 only for Bombers and Cruisers. Everything else 1:1. I suppose after a certain point you'd want to use 1:2, but I'm not going to venture to say what point.

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#10 User is offline   Fleet Admiral Darkk 

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Posted 25 July 2001 - 09:18 PM

I'd say that the point of 600*600 is where you should start doubling. No sprite should be bigger than 300*300, or your scenario will be F***ED!!!

Trust me on this one. Personal experience talking.

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#11 User is offline   Slug 

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Posted 05 August 2001 - 06:52 PM

Quote

Originally posted by Fleet Admiral Darkk:
I'd say that the point of 600*600 is where you should start doubling. No sprite should be bigger than 300*300, or your scenario will be F***ED!!!

Trust me on this one. Personal experience talking.


nah. The T.I.S.N. TriLance (using the StarLance sprite on 1:2) is 2000 * 2000, and it works just fine

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#12 User is offline   Pallas Athene 

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Posted 06 August 2001 - 09:36 PM

Terran Imperial Stellar Navy?

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#13 User is offline   Slug 

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Posted 07 August 2001 - 01:03 AM

Quote

Originally posted by Pallas Athene:
Terran Imperial Stellar Navy?


back when there was a Terran Empire (before mankind got wiped)

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#14 User is offline   Fleet Admiral Darkk 

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Posted 07 August 2001 - 10:25 PM

Quote

Originally posted by Slug:
nah. The T.I.S.N. TriLance (using the StarLance sprite on 1:2) is 2000 * 2000, and it works just fine


I can't think of any non-explatives that convey the shear shock of that. Our plug has a few 370*370*36 ships, and we had to break it into seperate files because we filled the resource forks. How big IS(ARE) the starlance file(s)?

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