Trees Of Daggerfall [PERFORMANCE PROBLEM/SOLUTIONS]

Discuss modding questions and implementation details.
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Hazelnut
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Re: Trees Of Daggerfall [PERFORMANCE PROBLEM/SOLUTIONS]

Post by Hazelnut » Sat Sep 14, 2019 5:32 pm

King of Worms wrote:
Sat Sep 14, 2019 5:04 pm
But I want that variation in the game, when its already programmed. I dont want to get rid of one season. We can make the jungle winter different, less snowy, maybe just make it more muddy and less green, whatever...
Sounds good to me, I also agree seasonal variation is good.

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King of Worms
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Re: Trees Of Daggerfall [PERFORMANCE PROBLEM/SOLUTIONS]

Post by King of Worms » Sat Sep 14, 2019 7:13 pm

I dont like my winter version anyway, so I can recreate it without snow.

It will also depend on if we can get a different nature bilboards for winter jungle. Now they are same as in summer. This must go hand in hand

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VMblast
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Re: Trees Of Daggerfall [PERFORMANCE PROBLEM/SOLUTIONS]

Post by VMblast » Sat Sep 14, 2019 9:00 pm

Hazelnut wrote:
Sat Sep 14, 2019 4:40 pm
Great, glad to hear you're not finding any issues.
Well, there are no issues while playing (testing), if thats what you are thinking about?

Hazelnut wrote:
Sat Sep 14, 2019 4:40 pm
I'll take a look at the issue with location natures in alternate seasons. How do the filenames differ?
I can send you my winter test demo MOD, if you want -to test it. It has only 2 trees but it'll do the job.



ADDENDUM -Ok Ive checked just now, in your (@Hazelnut) version (Alpha 0.10.7) at least, of the DU, winter set works inside places of interest (eg towns).

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Kamer
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Re: Trees Of Daggerfall [PERFORMANCE PROBLEM/SOLUTIONS]

Post by Kamer » Sun Sep 15, 2019 2:53 am

Jay_H wrote:
Fri Sep 13, 2019 6:22 pm
Tedious Travel is going to become really tedious if the trees are solid :lol:
Put Rocks of Daggerfall on top of that for extra fun.

DeltaOfPie
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Re: Trees Of Daggerfall [PERFORMANCE PROBLEM/SOLUTIONS]

Post by DeltaOfPie » Sun Sep 15, 2019 1:11 pm

Maybe you could use a "snow shader".

https://www.reddit.com/r/Unity3D/commen ... ow_shader/

Doesn't look too neat, but at least gives the impression that there is snow, when everything else is covered.

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Re: Trees Of Daggerfall [PERFORMANCE PROBLEM/SOLUTIONS]

Post by l3lessed » Mon Sep 16, 2019 12:02 am

Tedious Travel is going to become really tedious if the trees are solid :lol:
Put Rocks of Daggerfall on top of that for extra fun.
I would prefer them to have collisions. Fighting in a forest would be a whole different experience, especially when weapon collisions my combat overhaul has added. Could you just enable a no clip mode for the player when they initiate tedious travel, so they just clip through objects?
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Kamer
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Re: Trees Of Daggerfall [PERFORMANCE PROBLEM/SOLUTIONS]

Post by Kamer » Mon Sep 16, 2019 12:22 am

l3lessed wrote:
Mon Sep 16, 2019 12:02 am
Tedious Travel is going to become really tedious if the trees are solid :lol:
Put Rocks of Daggerfall on top of that for extra fun.
I would prefer them to have collisions. Fighting in a forest would be a whole different experience, especially when weapon collisions my combat overhaul has added. Could you just enable a no clip mode for the player when they initiate tedious travel, so they just clip through objects?
While that would work you risk getting random encounters inside of trees or rocks that could possibly get you stuck.

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Re: Trees Of Daggerfall [PERFORMANCE PROBLEM/SOLUTIONS]

Post by l3lessed » Mon Sep 16, 2019 5:17 am

Oh, true, didn't consider that. Could you do a quick check of some type to see if the player is within an object/collision mesh and move them out? Or do you, yet again, run the risk of moving them into something and getting them stuck. Or, not initiate the encounter if they are in an object?
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Re: Trees Of Daggerfall [PERFORMANCE PROBLEM/SOLUTIONS]

Post by VMblast » Sat Sep 21, 2019 10:17 am

Update:
Ive added one more LOD group in between the highest and billboards, which makes transitions to be a bit smoother, so no more that much obvious snapping between LODs. Also Ive increased the resolution of the billboards, from previous 512x512 to 1024x1024, which gives a little bit clearer image of the trees of the billboards distance.

This decreased performance for just a little bit, from previous MOD iteration of just 1 lod and 1 billboard(512x512). Its not much, it is pretty much playable still, but it was the only way to balance all things together. Hopefully as @Hazelnut said, he could increase performance for just a little bit more from the present version. So finger crossed.

Image

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Re: Trees Of Daggerfall [PERFORMANCE PROBLEM/SOLUTIONS]

Post by Firebrand » Sat Sep 21, 2019 11:59 am

VMblast wrote:
Sat Sep 21, 2019 10:17 am
Update:
Ive added one more LOD group in between the highest and billboards, which makes transitions to be a bit smoother, so no more that much obvious snapping between LODs. Also Ive increased the resolution of the billboards, from previous 512x512 to 1024x1024, which gives a little bit clearer image of the trees of the billboards distance.

This decreased performance for just a little bit, from previous MOD iteration of just 1 lod and 1 billboard(512x512). Its not much, it is pretty much playable still, but it was the only way to balance all things together. Hopefully as @Hazelnut said, he could increase performance for just a little bit more from the present version. So finger crossed.

Image

Image

Image
:o :o :o :o :o :shock: :shock: :shock: :shock: :shock:

Now, if this beauty can run on my PC at 60fps, then I'm golden :lol:

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