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Warriors of the Sky, Beta 1
Here you can announce your own Freelancer MOD and find information about the different available packages!
The vidcard's probably the reason that you're having trouble. Do you have to turn down the details in FL to play the game normally, or can you run the game with details all the way up?
I can't say for certain, but I suspect that what's going on is that your video card lacks enough texture RAM to handle the objects with really big DDS textures on them, or there might be a preload problem (I'm planning on implementing preloading for every game object in the next version, which will result in longer load times but better performance).
This is puzzling, because you're reporting the same problems with the planes, of which only one uses a texture at 1024/1024, and none of them are using tiling mipmaps or anything fancy like the ocean's surface is.
So... unless you can look up the video card (Control Panel-->Display-->Settings)... I'm not sure what else to tell you there. If you can look up your video card on Google, you can find out how much texture RAM it's got, which'd be helpful- if it's a 32-meg card,for example, then it's pretty wussy by today's standards, and the best suggestion I have is to spend $80 and get a better video card. But there might be a driver update (or, for that matter, you may not have the latest version of DirectX) which could fix your problem.
Your RAM is also pretty close to borderline. 248MB -90+ for your OS and whatever else is running = performance issues for FL, especially if you're running a server instance and FL at the same time. You can check your total memory usage at any time in XP by alt-tabbing out've FL, hitting CTRL-ALT-DEL and then clicking on the Performance tab in your Task Manager. The PF Usage graph tells you (approximately) how much memory you're using.
These days, 248MB is really cutting it fine for most games, and this mod definately eats more resources than FL did, for various reasons. If I were you, I'd make sure that every other piece of software besides your OS was turned off- things like Kazaa/BitTorrent, email applications, and other stuff can all add up to a lot've memory being used very quickly, and that might be the culprit.
I can't say for certain, but I suspect that what's going on is that your video card lacks enough texture RAM to handle the objects with really big DDS textures on them, or there might be a preload problem (I'm planning on implementing preloading for every game object in the next version, which will result in longer load times but better performance).
This is puzzling, because you're reporting the same problems with the planes, of which only one uses a texture at 1024/1024, and none of them are using tiling mipmaps or anything fancy like the ocean's surface is.
So... unless you can look up the video card (Control Panel-->Display-->Settings)... I'm not sure what else to tell you there. If you can look up your video card on Google, you can find out how much texture RAM it's got, which'd be helpful- if it's a 32-meg card,for example, then it's pretty wussy by today's standards, and the best suggestion I have is to spend $80 and get a better video card. But there might be a driver update (or, for that matter, you may not have the latest version of DirectX) which could fix your problem.
Your RAM is also pretty close to borderline. 248MB -90+ for your OS and whatever else is running = performance issues for FL, especially if you're running a server instance and FL at the same time. You can check your total memory usage at any time in XP by alt-tabbing out've FL, hitting CTRL-ALT-DEL and then clicking on the Performance tab in your Task Manager. The PF Usage graph tells you (approximately) how much memory you're using.
These days, 248MB is really cutting it fine for most games, and this mod definately eats more resources than FL did, for various reasons. If I were you, I'd make sure that every other piece of software besides your OS was turned off- things like Kazaa/BitTorrent, email applications, and other stuff can all add up to a lot've memory being used very quickly, and that might be the culprit.
that didnt work, ill see if theres any updates for my driver
EDIT: that didnt work heres an image of what it looks like ><
Click here
Edited by - Scythe2 on 2/4/2005 12:29:27 PM
EDIT: that didnt work heres an image of what it looks like ><
Click here
Edited by - Scythe2 on 2/4/2005 12:29:27 PM
o_0
Wow, that's really... disturbing. I take it that stock FL is fine, right?
Tell you what... if you'd be willing to be a guinea-pig, I'll send you a couple of files with a different method of texturing, and we'll see if this keeps happening. If it stops, then I can convert the textures on the objects over to the other format. Or something.
Wow, that's really... disturbing. I take it that stock FL is fine, right?
Tell you what... if you'd be willing to be a guinea-pig, I'll send you a couple of files with a different method of texturing, and we'll see if this keeps happening. If it stops, then I can convert the textures on the objects over to the other format. Or something.
ok ill do that. my email is [email protected] and its also my msn. if ya got that we use that
Scythe
EDIT: also the stock FL is fine. so is another mod i play Freeworlds but some of the things are white.
Edited by - Scythe2 on 2/4/2005 11:58:16 PM
Scythe
EDIT: also the stock FL is fine. so is another mod i play Freeworlds but some of the things are white.
Edited by - Scythe2 on 2/4/2005 11:58:16 PM
SP is a "sandbox mode"... you're given lots of money, but there aren't any bad guys. Missions and other things are totally broken because of the things I had to do to make the world work. But if I removed the main troublemaker from the equation... I could have a SP-compatible game... which is tempting.
I've been rather tempted to make a "training world" that's fully SP-compatible. I'd have to remove the ocean, but I'm sure I can come up with a suitable excuse
Maybe I'll just go ahead and set this as a goal for Beta 2... that way people who want a taste of the MP experience can play it against the AI for awhile (which is really quite different than PvP).
I've been rather tempted to make a "training world" that's fully SP-compatible. I'd have to remove the ocean, but I'm sure I can come up with a suitable excuse
Maybe I'll just go ahead and set this as a goal for Beta 2... that way people who want a taste of the MP experience can play it against the AI for awhile (which is really quite different than PvP).
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