Fleet Operations 3.2.4
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posted on June 2nd, 2011, 7:04 pm
Last edited by 086gf on June 2nd, 2011, 8:02 pm, edited 1 time in total.
DOCa Cola wrote:but i think it has it's advantages to keep custom maps separate from the programs dir. especially if you patch, uninstall or whatnot you do to your fleet operations installation, your custom created maps won't be touched.........again, just keep all your custom maps in the user directory, they are 'saver' there anyway, if you create maps for a mod, move them over when you want to release it, then these will be the 'official' maps, just like it is with the fleetops maps in the bzn folder now.
Didn't think about that lol.
Though now I do have a new idea(well new for FO old for RTS in general) for an addition to map selection.
EDIT: Also when doing full installs I just copy over the bzn folder to the default c:/downloads then just copy over one at a time so, thats not an issue either.
posted on June 3rd, 2011, 7:07 am
Hi,
have this now testet.
Performance is significant lower as in the 3,1.x version !
Have FO only installed on my "little" IBM workstation with an 2.8Ghz P4 and ATi 1950XT Card.
But in the past this was o.k. - if later game many ships around AND big explosions was visible THEN it become sluggish for a second .... but even in multiplayer over Internet no problems.
The 3.2.2 i have played only 1 time over internet and it was horrible
But have read in the forums over problems with cloaked ships (this was a big problem) and over new ship path calculation who is in testing - so i have thinked this will go away....
Now with the 3.2.4 the poor performance is still here.
Have ATM only testet instant action - but it is going very bad by scrolling after 20min ...
Soo ... if my PC not near death (and all other games run still fine - even SupCom FA with 4000 units and an 40x40km map .....) then anything musst happen to FO ........
Have this testet with my mod, with and without 3D active (hight change).
The 3.1.x was running with my mod and 3D active flawless ...
Regards
R-TEAM
have this now testet.
Performance is significant lower as in the 3,1.x version !
Have FO only installed on my "little" IBM workstation with an 2.8Ghz P4 and ATi 1950XT Card.
But in the past this was o.k. - if later game many ships around AND big explosions was visible THEN it become sluggish for a second .... but even in multiplayer over Internet no problems.
The 3.2.2 i have played only 1 time over internet and it was horrible
But have read in the forums over problems with cloaked ships (this was a big problem) and over new ship path calculation who is in testing - so i have thinked this will go away....
Now with the 3.2.4 the poor performance is still here.
Have ATM only testet instant action - but it is going very bad by scrolling after 20min ...
Soo ... if my PC not near death (and all other games run still fine - even SupCom FA with 4000 units and an 40x40km map .....) then anything musst happen to FO ........
Have this testet with my mod, with and without 3D active (hight change).
The 3.1.x was running with my mod and 3D active flawless ...
Regards
R-TEAM
posted on June 3rd, 2011, 9:24 am
Seems to be an issue on your side. Tested it too on three seperate systems and got the exactly same frame rates in 3.1 and 3.2
posted on June 3rd, 2011, 10:11 am
RxTEAM wrote:Hi,
have this now testet.
Performance is significant lower as in the 3,1.x version !
Have FO only installed on my "little" IBM workstation with an 2.8Ghz P4 and ATi 1950XT Card.
But in the past this was o.k. - if later game many ships around AND big explosions was visible THEN it become sluggish for a second .... but even in multiplayer over Internet no problems.
The 3.2.2 i have played only 1 time over internet and it was horrible
But have read in the forums over problems with cloaked ships (this was a big problem) and over new ship path calculation who is in testing - so i have thinked this will go away....
Now with the 3.2.4 the poor performance is still here.
Have ATM only testet instant action - but it is going very bad by scrolling after 20min ...
Soo ... if my PC not near death (and all other games run still fine - even SupCom FA with 4000 units and an 40x40km map .....) then anything musst happen to FO ........
Have this testet with my mod, with and without 3D active (hight change).
The 3.1.x was running with my mod and 3D active flawless ...
Regards
R-TEAM
Are you talking about bad scolling speed here? Are you sure you have turned the settings back up?
posted on June 3rd, 2011, 9:46 pm
Scroll speed default settings suck. The default should be the midpoints of the sliders and let people adjust up or down from there as they prefer.
posted on June 3rd, 2011, 10:12 pm
Personally I don't think maxed out the sliders are fast enough. Really I think as they are now maxed out should be the midpoint.
posted on June 4th, 2011, 11:29 pm
Hi,
still testing the "performance" thing ....
Not sure over the outcome
(it looks in the testgame with 3.2.2 over Net, the other player played over WLan - dont know can this make an hugh impact ... / and my mentoned testgame with 3.2.4 was with map SuperNova 4.0 who looks it make an big impact on scrolling .. dont know why ... testing now with another map - result unknow , but it looks not "sooo Baad" ...)
Now that we heve 3D movement - it is time to improve the handling in 3D and the oversight over the battlefield/Map.
It looks realy the game was designed only with an 2D battle in mind and the 3D was only a add-on for marketing.If i compare the 3D handling in HomeWorld and Armada2 .... no comment ....
Will after finish testing my current battle make an suggestion post
But ATM it looks all need changes - key mapping , ship movement , overall map.
Regards
R-TEAM
still testing the "performance" thing ....
Not sure over the outcome
(it looks in the testgame with 3.2.2 over Net, the other player played over WLan - dont know can this make an hugh impact ... / and my mentoned testgame with 3.2.4 was with map SuperNova 4.0 who looks it make an big impact on scrolling .. dont know why ... testing now with another map - result unknow , but it looks not "sooo Baad" ...)
Now that we heve 3D movement - it is time to improve the handling in 3D and the oversight over the battlefield/Map.
It looks realy the game was designed only with an 2D battle in mind and the 3D was only a add-on for marketing.If i compare the 3D handling in HomeWorld and Armada2 .... no comment ....
Will after finish testing my current battle make an suggestion post
But ATM it looks all need changes - key mapping , ship movement , overall map.
Regards
R-TEAM
posted on June 4th, 2011, 11:55 pm
Unleash Mayhem wrote:Personally I don't think maxed out the sliders are fast enough. Really I think as they are now maxed out should be the midpoint.
I exactly feel the same!
posted on June 5th, 2011, 8:56 am
good point with the scroll speed sliders. i'll put up a todo for them, too
posted on June 5th, 2011, 9:09 am
Thanks DOCa
posted on June 6th, 2011, 3:58 am
Hi,
have now played a couple of hours and found 3 interesting thing aside from full 3D play ...
First have the borg sometimes an massive problem with path finding for his units.
Every time i wonder why the borg so weak in the actuall game - it is one of his units is stuck in any way ..
One time the assembler, other time the resource collector - she stuck directly by the ponit from the assimilition matrix who all units wait - or last time the assembler build the mining station (dont know ATM here correct name ..) to narow on an moon and both (assembler AND resource collector) circle forever around it ... and it was the only assembler from the borg (at beginning) - so the borg was stuck forever.
Second - it is normal that scouts cant patrol ? Have not managed that any from my scouts patrol ...
Third, anything musst be suboptimal with the Direct3D routinen ...
After a longer period - the game become more and more sluggysh - this is the problem i have wrote a couple of posts above with the Internet play.We have long time played - and it was slow/stuck like hell.
Now in my running testgame, i get from time to time to desktop and save.
Last night i have roughly 3h played without save - the game become slow and stuck from time to time ..
The amazing is -> if i go to desktop and back in game - it is running normal.Not as fast as at beginning from the game, but at the "right" speed .. after a couple of times it get stuck again and i flip to desktop and back again and it is running o.k. again ...
Regards
R-TEAM
have now played a couple of hours and found 3 interesting thing aside from full 3D play ...
First have the borg sometimes an massive problem with path finding for his units.
Every time i wonder why the borg so weak in the actuall game - it is one of his units is stuck in any way ..
One time the assembler, other time the resource collector - she stuck directly by the ponit from the assimilition matrix who all units wait - or last time the assembler build the mining station (dont know ATM here correct name ..) to narow on an moon and both (assembler AND resource collector) circle forever around it ... and it was the only assembler from the borg (at beginning) - so the borg was stuck forever.
Second - it is normal that scouts cant patrol ? Have not managed that any from my scouts patrol ...
Third, anything musst be suboptimal with the Direct3D routinen ...
After a longer period - the game become more and more sluggysh - this is the problem i have wrote a couple of posts above with the Internet play.We have long time played - and it was slow/stuck like hell.
Now in my running testgame, i get from time to time to desktop and save.
Last night i have roughly 3h played without save - the game become slow and stuck from time to time ..
The amazing is -> if i go to desktop and back in game - it is running normal.Not as fast as at beginning from the game, but at the "right" speed .. after a couple of times it get stuck again and i flip to desktop and back again and it is running o.k. again ...
Regards
R-TEAM
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