Guest Posted January 12, 2012 Share Posted January 12, 2012 Yeah, me too. I know you guys are coming from a positive place. I am too. It wasn't an unenjoyable conversation (buy me a beer and I'll happily compare Warscape with other RTS engines in minute detail), just not one that seemed headed anyplace useful in the absence of a whole lot more information than I'm able to discuss. I should probably go back and sprinkle that last post with a few more smilies. I've got a few hours of work to do before I can sleep, though, so let's just take them as a given. 0 Quote Link to comment Share on other sites More sharing options...
Bullgod Posted January 12, 2012 Share Posted January 12, 2012 I always thought that one of the reasons for CM engine being turn based was that it could do a lot of calculations before the turn was played, without straining the CPU with them in real time. This way graphics could be much better, as everything that is happening on screen is just an pre calculated animation. From what Phil is saying i gather that the engine is real time oriented now and does not profit much from this philosophy. Too bad in my opinion. 0 Quote Link to comment Share on other sites More sharing options...
DaveDash Posted January 12, 2012 Share Posted January 12, 2012 If you use WeGo I assume that is what happens, but if you do not use WeGo then everything is done real time (thus more CPU load). I remember this was an issue in CMSF so they reintroduced to blue bar for this reason. Phil will be able to clarify though. 0 Quote Link to comment Share on other sites More sharing options...
LJFHutch Posted January 12, 2012 Share Posted January 12, 2012 Hmm, I was just looking at the ground textures and noticed they are 2048 for the grass textures but also that they are stretched across about 64x64m in-game. How come it wasn't 512x512 and stuck on the 8x8 grid? To reduce repetition? Perhaps use an overlay pattern on the top of it all? 0 Quote Link to comment Share on other sites More sharing options...
Bullgod Posted January 12, 2012 Share Posted January 12, 2012 If you use WeGo I assume that is what happens, but if you do not use WeGo then everything is done real time (thus more CPU load). I remember this was an issue in CMSF so they reintroduced to blue bar for this reason. Phil will be able to clarify though. The problem is that even in WeGo mode, when paused, so without any need for all those CPU consuming calculations for LOS, AI etc., this game can choke a little without any apparent reason (turning on shadows can cause even more slowdown), while other games run smoothly with even more objects on screen and action running forward. 0 Quote Link to comment Share on other sites More sharing options...
Guest Posted January 12, 2012 Share Posted January 12, 2012 The problem is that even in WeGo mode, when paused, so without any need for all those CPU consuming calculations for LOS, AI etc., this game can choke a little without any apparent reason (turning on shadows can cause even more slowdown), while other games run smoothly with even more objects on screen and action running forward. You're making a fairly dizzying number of largely fact-less assumptions here. And ignoring my assertion that comparing the inner workings of CM's engine to other games (unless you've been an engine programmer on one of them, in which case your assumptions would probably be different) is going to lead to your being... wrong. Quite a lot of users have reported that systems that cannot handle the game in RT can handle WEGO better. 0 Quote Link to comment Share on other sites More sharing options...
Wreck Posted January 12, 2012 Share Posted January 12, 2012 Hmm, I was just looking at the ground textures and noticed they are 2048 for the grass textures but also that they are stretched across about 64x64m in-game. How come it wasn't 512x512 and stuck on the 8x8 grid? To reduce repetition? Perhaps use an overlay pattern on the top of it all? They are 2048^2, although you can use whatever size you want. No matter what size you use, the texture gets scaled to 50x50m. I'd guess that BF did it this way to reduce repetition, as you suggest. On the downside, the fixed texture scaling means that it is impossible to make gridded terrain that lines up with the action spots. I'd much prefer it if the textures were alignable with the action spots so that an action-spot grid was possible. I wonder if this would be hard to change? Instead of scaling all textures to 50m, make them be 2.4414 cm/pixel. Thus the existing textures still map to 50x50 and nothing changes, but people who want a sensible grid can just cut their textures down to 1966x1966, which would map to 48x48. 0 Quote Link to comment Share on other sites More sharing options...
Redwolf Posted January 12, 2012 Share Posted January 12, 2012 If you want to know whether you are CPU limited or GPU limited (or even bus limited), there are tools for that. In the NVidia world you use perfhurd, which is part of NVidia's "perfkit". Lots of useful stuff in there. http://developer.nvidia.com/nvidia-perfhud 0 Quote Link to comment Share on other sites More sharing options...
hoolaman Posted January 17, 2012 Share Posted January 17, 2012 You're making a fairly dizzying number of largely fact-less assumptions here. And ignoring my assertion that comparing the inner workings of CM's engine to other games (unless you've been an engine programmer on one of them, in which case your assumptions would probably be different) is going to lead to your being... wrong. Quite a lot of users have reported that systems that cannot handle the game in RT can handle WEGO better. I think the key word here was "paused". 0 Quote Link to comment Share on other sites More sharing options...
Bernie Posted February 23, 2012 Share Posted February 23, 2012 Hello and exscuse me for asking. How do you take screenshots in the game? l have tried print screen, and paste in Paint. But it shows only my desktop... 0 Quote Link to comment Share on other sites More sharing options...
poesel Posted February 23, 2012 Share Posted February 23, 2012 Under Windows: FRAPS, MAC: cmd+shift+4 0 Quote Link to comment Share on other sites More sharing options...
xian Posted February 23, 2012 Share Posted February 23, 2012 Mac: Full Screen ScreenShot: CMD + SHIFT + 3 User Definable Area Screenshot: CMD + SHIFT + 4 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted February 23, 2012 Share Posted February 23, 2012 Re FRAPS. Am embarrassed to say that I have it on my Win 7 system - but, I don't see any documentation as to how to actually use it. I start FRAPS and a little window opens: "General"; "FPS"; "Movies"; "Screenshots". The "Screenshots" tab says: Screen Capture Hotkey: F10 Are there crayon-level step by step instructions to capture a shot in CM2? 0 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted February 23, 2012 Share Posted February 23, 2012 Re FRAPS. Am embarrassed to say that I have it on my Win 7 system - but, I don't see any documentation as to how to actually use it. I start FRAPS and a little window opens: "General"; "FPS"; "Movies"; "Screenshots". The "Screenshots" tab says: Screen Capture Hotkey: F10 Are there crayon-level step by step instructions to capture a shot in CM2? Once you have FRAPS running: switch to or start CMBNadjust your camera to watch the action of interestpause the game when the turn is showing what you want to captureconsider turning tress on fully, turning off floating icons, turning off hit text and deselecting units - depending on what you want to show uspress the F10 keyrepeat as you wish Now FRAPS will have saved your captured screen images in the directory you can configure on that same tab where you saw that F10 was the hot key for screen capturing. Looking forward to seeing cool stuff... 0 Quote Link to comment Share on other sites More sharing options...
undercovergeek Posted February 23, 2012 Share Posted February 23, 2012 Re FRAPS. Am embarrassed to say that I have it on my Win 7 system - but, I don't see any documentation as to how to actually use it. I start FRAPS and a little window opens: "General"; "FPS"; "Movies"; "Screenshots". The "Screenshots" tab says: Screen Capture Hotkey: F10 Are there crayon-level step by step instructions to capture a shot in CM2? start fraps, confirm key required to take screenshots, minimise fraps, start game - you will know fraps is watching as theres a frame rate counter in the top left, play, press f10, play some more, press f10 - somewhere - i think on the screen where you designate f10 is your key for shots it will tell you where its dumping all the screenshots - pick a folder, play, f10, play, f10 - go to folder, marvel at the jpegs in here!! 0 Quote Link to comment Share on other sites More sharing options...
Bernie Posted February 23, 2012 Share Posted February 23, 2012 Thank you guys. Great game. Now l am fiddling with a map and AI objectives and movment and so on, for a Meeting engangement. Time flies... 0 Quote Link to comment Share on other sites More sharing options...
Warmachine113 Posted February 24, 2012 Share Posted February 24, 2012 I have gapa...whats the settings? 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted February 24, 2012 Share Posted February 24, 2012 Thanks Ian and UCG. Just what I needed... 0 Quote Link to comment Share on other sites More sharing options...
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