Author Topic: Re: The X-Com Files - 0.9.9e2: Summertime Lovin'  (Read 361162 times)

Online gwynbleidd2019

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2715 on: August 14, 2019, 08:16:16 am »
Looks like Iceland can spawn with a funding level of 0, which I think would preclude you from ever getting any funding from that country since funding increases are based on a percentage increase. I know they're a poor nation, but it is a little sad to have a game where they can't ever contribute anything to the global defense effort.

But they have the Eyjafjallajökull! That's more precious than money :D

Offline krautbernd

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2716 on: August 14, 2019, 09:34:06 am »
Looks like Iceland can spawn with a funding level of 0, which I think would preclude you from ever getting any funding from that country since funding increases are based on a percentage increase. I know they're a poor nation, but it is a little sad to have a game where they can't ever contribute anything to the global defense effort.
Apparently not only Iceland, but some of the other 'new' countries as well. Would you kindly re-post that in the bug thread? I'd report it myself, but i think i've reached my submission limit...

BTW, is there any way to atop those 'suspicious clinic' mission atm? I don't mind getting a crap ton of loot, by i swear that clinic is a fucking clown car in disguise and the only remedy is to nuke it from orbit...

Offline mercy

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2717 on: August 14, 2019, 09:53:06 am »
SLOWDOWN FIX:

The game was noticeably slowing down "almost to a crawl" that was impeding gameplay. Here is the fix I found:

There are too many checks in the probably unoptimized code for constantly - I mean every couple frames - to check the state of most equipment??!  WTH?? Lot of equipment lying on the floor of any craft is an FPS hog!

As a consequence:
You might notice during equipment loadout and on Battlescape your game has suddenly slowed down considerably.

To fix this:

While you are still on the base, press ALT+CTRL+X to clear all junk from your ship - Voilá! Instant SpeedUp - and then for the mission only pack the very few belongings you need: medipacks, grenades, maybe some ammo, but just a little heap!

As a result the game will be lightning fast again!!  I noticed this on a big map with many monsters & lots of units and smoke/fire explosions.  I thought it was my many units. No! Just heaps of stuff left lying on the ground in my mudranger!!
« Last Edit: August 14, 2019, 09:54:59 am by mercy »

Offline krautbernd

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2718 on: August 14, 2019, 10:45:51 am »
SLOWDOWN FIX:

The game was noticeably slowing down "almost to a crawl" that was impeding gameplay. Here is the fix I found:

There are too many checks in the probably unoptimized code for constantly - I mean every couple frames - to check the state of most equipment??!  WTH?? Lot of equipment lying on the floor of any craft is an FPS hog!

As a consequence:
You might notice during equipment loadout and on Battlescape your game has suddenly slowed down considerably.

To fix this:

While you are still on the base, press ALT+CTRL+X to clear all junk from your ship - Voilá! Instant SpeedUp - and then for the mission only pack the very few belongings you need: medipacks, grenades, maybe some ammo, but just a little heap!

As a result the game will be lightning fast again!!  I noticed this on a big map with many monsters & lots of units and smoke/fire explosions.  I thought it was my many units. No! Just heaps of stuff left lying on the ground in my mudranger!!
Curious, but are you sure it's the equipment causing slowdown, not the maps themselves? I've never experienced any noticable slowdown because of "too much" equipment - only on maps that are 'complex' (i.e. multiple levels, many different tilesets etc.).

Otherwise base defense missions should lag the game out like nothing else, but they don't.

Offline mercy

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Re: Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2719 on: August 14, 2019, 12:11:26 pm »
Curious, but are you sure it's the equipment causing slowdown, not the maps themselves? I've never experienced any noticable slowdown because of "too much" equipment - only on maps that are 'complex' (i.e. multiple levels, many different tilesets etc.).

Otherwise base defense missions should lag the game out like nothing else, but they don't.

No. Tested it. As soon as I leave ~ 40 .. 100 pieces of stacked equipment on the floor of my craft the game starts to slow down = cursors lags, etc.. 
As soon as I clear out all equipment, the cursor moves again lightning fast and the game is back to its original speed.

Offline mercy

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Re: Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2720 on: August 14, 2019, 12:19:53 pm »
@Solarius Scorch:  I noticed, when I put even one black grenade onto a German shepherd dog, its weight goes immediately from 1 to 3 in red ==> the dogs TUs are down to 30% of the original 100%.  This was a highly unfortunate decision to put it politely.
 This tells me that strong dog breed cannot even handle to carry one grenade without slowing down???  Those dogs are super strong and can carry even a gallon of water!
« Last Edit: August 14, 2019, 12:51:13 pm by mercy »

Offline Meridian

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Re: Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2721 on: August 14, 2019, 12:32:06 pm »
No. Tested it. As soon as I leave ~ 40 .. 100 pieces of stacked equipment on the floor of my craft the game starts to slow down = cursors lags, etc.. 
As soon as I clear out all equipment, the cursor moves again lightning fast and the game is back to its original speed.

100 items
or
100 stacks of (many) items?

Offline mercy

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Re: Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2722 on: August 14, 2019, 12:50:11 pm »
100 items
or
100 stacks of (many) items?

One page of equipment, where mainly high explosives, dynamites, grenades, stimms, healing stuff stack. Some guns, etc.. I'll give you  save so you can check.

Offline krautbernd

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Re: Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2723 on: August 14, 2019, 01:02:35 pm »
@Solarius Scorch:  I noticed, when I put even one black grenade onto a German shepherd dog, its weight goes immediately from 1 to 3 in red ==> the dogs TUs are down to 30% of the original 100%.  This was a highly unfortunate decision to put it politely.
 This tells me that strong dog breed cannot even handle to carry one grenade without slowing down???  Those dogs are super strong and can carry even a gallon of water!
IIRC this is for game balancing reasons. Dogs aren't supposed to carry items. You can change the stats in the rul-files.

Offline krautbernd

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Re: Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2724 on: August 14, 2019, 01:04:18 pm »
One page of equipment, where mainly high explosives, dynamites, grenades, stimms, healing stuff stack. Some guns, etc.. I'll give you  save so you can check.
Yeah, please upload the save. As far as i can tell we're notalking about the same lags/slowdowns, as in my case mouse movement isn't affected at all. This sounds like a different issue.

Offline mercy

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Re: Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2725 on: August 14, 2019, 03:02:39 pm »
100 items
or
100 stacks of (many) items?

This equipment lying there "on the floor" caused the game & cursor movement to lag: especially the Battlescape was slow!!


..

Deleting all unused equipment speeds the game up nicely:


..


This much unused equipment on the ready is OK. Doesn't slow down the game during equipment phase and or Battlescape




But I have usually this many soldiers, seen on pic.
46 was the max, I think,  I fielded for a large numbers SpikeBOar monster hunt on a large map:

So if the game-code does LOOPS for every soldier and its usually a non-issue, that is because standard squad sizes are tiny, a dozen max.
But in my case: the game-code always doing  loops  for my large platoon size  - it may already lower FPS, but not yet to a noticeable degree. 

The key slowdown is happening, because of unused equipment code-loops!

« Last Edit: August 14, 2019, 03:05:36 pm by mercy »

Offline krautbernd

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2726 on: August 14, 2019, 03:05:28 pm »
There is no way to reliably recreate the issue by what you've posted. This might be related to terrain or battlescape effects as well, bugged items etc.

Please upload the save in question.

Also, the mudranger has a max. capacity of 12 soldiers, not of 46 or however many you're trying to cram inside. Is this really a issue with the mod? This might belong into OXCE or general development.

« Last Edit: August 14, 2019, 03:10:20 pm by krautbernd »

Offline mercy

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Re: Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2727 on: August 14, 2019, 03:09:24 pm »
There is no way to reliably recreate the issue by what you've posted. This might be related to terrain or battlescape effects as well, bugged items etc.

Please upload the save in question.

The top three pics are from the Geoscape. Select  BASE ==>  EQUIP CRAFT  screen. 
43 soldiers and this much equipment will slow down any map.    As you can see, there are clearly extra loops in the  code section   "listing & checking equipment lying on the ground"  either on base or on Battlescape.
« Last Edit: August 14, 2019, 03:26:43 pm by mercy »

Offline krautbernd

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2728 on: August 14, 2019, 03:43:11 pm »
Just going through this now - the mod enforces storage limits and limits craft capacity. You've overriden both - why, just to enforce this bug? Also, your mudranger fuel is at...700%? Just to be clear, what other modifications have you added to the base mod?

EDIT:
Even with all items added to the mudranger, the only lag i get is in the loadout screen, and even then it's not much. Absolutley no lag/stuttering on the battlescape. I'd like to add that this an utterly excessive amount of items we're talking about here. Again, this is an issue with OXC/OXCE, not with the mod itself.
« Last Edit: August 14, 2019, 03:57:36 pm by krautbernd »

Offline mercy

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Re: Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2729 on: August 14, 2019, 07:06:34 pm »
Solarius's idea of a "Man in Black"-car that only takes two or four agents is brilliant!! That feature made me instantly like this mod, despite the disappointing and boring early beginning that promised the dry feeling of a cold war era spy story. But things sped up nicely. The van is also excellent choice, as is the helicopter and any airborne solutions.

However, I'm a game developer and as I'm not smoking any weed or taking any pills / drugs as masses of peeps do in the US habitually as easily as they are breathing air, I need frequent emotional UPs or highs to energize my willingness to do hard work, which only enhanced drama provides. I wanted multiple squads that is normally transported by a small "motorized WW2 column".  This style is even more fun, when lots of rookies are swooping down on the enemy and only using looted weaponry!

This creates a super-mayhem situation with massive carnage. Lots of corpses, screaming and gloriously fun Mass Panic in case of responding to a Beach Mission with 40 rookies in swim suits, where at least 7-8 of my agents are screaming and running around in panic at each turn begin - as the enemy begins to decimate them.


Just going through this now - the mod enforces storage limits and limits craft capacity. You've overriden both - why, just to enforce this bug? Also, your mudranger fuel is at...700%? Just to be clear, what other modifications have you added to the base mod?

EDIT:
Even with all items added to the mudranger, the only lag i get is in the loadout screen, and even then it's not much. Absolutley no lag/stuttering on the battlescape. I'd like to add that this an utterly excessive amount of items we're talking about here. Again, this is an issue with OXC/OXCE, not with the mod itself.
Any inventory limits - especially in party based RPGs is a bad design choice, despite whining about "realism": humans evolved  to hoard loot and its maximal fun. If a customer buys a game that is limited in many ways to make the fruit sour, - its like finding hair in a beautiful and super-tasty birthday cake - where is the fun? Where is the release of stress?  Limits like this only create more stress in the player, where the player already collected more than enough stress at the workplace to destroy human health.  Advancing age shows this clearly.  Drama situations are fun to a limit and young players are ignorantly able to soak in a lot more stress ==> to their detriment. As later turns out!

The mudranger original range is a joke: its completely unplayable, unless some target pops up right beside the base, simply a bad design choice. Paying customers would have already requested range-increase if this "game" was sold on Steam.  I couldn't get to any location with it. Even with the 'Upgrayedd' Mudranger. This way at least I have a troops transporter that works in early game: clear intuitive design choice that works.

Mentioned slowdown:
My CPU 10 year old. That might be, why it is lagging on not super-optimized code.
Of course its the main engine that has some room left for optimization: the mod only defines rules. 
« Last Edit: August 14, 2019, 07:29:51 pm by mercy »