Page 1 of 1
Making Thargoid Carriers more enjoyable.
Posted: Sat Apr 07, 2007 3:22 pm
by davcefai
I have recently installed the Thargoid Carriers OXP. However, on my machine - Celeron 2.66, 512MB, 256MB Nvidia G-Force 4, Debian Linux - when I destroy a carrier it generates so many fragments that the game becomes virtually unplayable.
Destroying 2 in Witch Space froze the game.
Is there a way to reduce the number of fragments produced? I've looked through the files and failed to spot anything which seems to define this.
Posted: Sat Apr 07, 2007 4:02 pm
by JensAyton
The number of fragments is directly proportional to the mass of the ship, which in turn is directly propotional to the volume. I agree that this is a problem. (I remember complaining about this to Giles a while back.)
The fix should probably be to set it to something like the square root of the mass, or asymtotically approach a maximum value. (I’ve added it to
my to-do list.)
Posted: Sat Apr 07, 2007 6:43 pm
by Killer Wolf
speaking of mass, when i was looking through the STDERR files i noticed that every object is given a mass : how is that calculated? is it based on the internal volumes or something? seems an odd thing to be included, does teh game actually use that mass figure for anything?
Posted: Sat Apr 07, 2007 7:16 pm
by Star Gazer
Can fragments be assigned a finite length of life? - if that were so, a relatively short life were assigned to a largish percentage of the original wreck, this would reduce the long-term effects of destroying large ships...
Posted: Sat Apr 07, 2007 7:33 pm
by JensAyton
Killer Wolf wrote:speaking of mass, when i was looking through the STDERR files i noticed that every object is given a mass : how is that calculated? is it based on the internal volumes or something? seems an odd thing to be included, does teh game actually use that mass figure for anything?
As I said in the message you’re replying to, it’s based directly on the object’s volume. :-)
Mass is used in collision response, and in deciding how big an explosion to make.
Posted: Sat Apr 07, 2007 7:48 pm
by Griff
what's going to be cool is that now with the shaders in 1.68, we can maybe put glowing fiery parts on the metal fragments so they look white-hot from the explosion, oh, maybe adapt some of the code from the freaky thargoid shader so the flames appear to run along the fragments surface
Posted: Sat Apr 07, 2007 7:59 pm
by Uncle Reno
A thought occured to me today, couldn't the metal fragments have a texture to them nowadays? They do look very plain compared to the ships that are about now.
Posted: Sat Apr 07, 2007 8:22 pm
by Griff
have the explosions been enhanced in v1.68? i shot a ship from very close range and it went up in a lovely gold fireball, so i blasted a couple more just to check i wasn't seeing things
Posted: Sat Apr 07, 2007 8:38 pm
by JensAyton
This is an effect of the fancy new additive blending.
Posted: Tue Apr 10, 2007 8:33 am
by Charlie
FWIW:
For big ships ( or where you don't want any debris ) a quick fix for this is to add landonPlanet to a deathactions entry in the shipdata.plist
If you're feeling v. clever futher entries can be made to spawn the amount of stuff you do want.
Posted: Tue Apr 10, 2007 9:39 am
by JensAyton
As mentioned
elsewhere, 1.69 will have significantly less complex explosions for really big things.