10 Mile Map 1 and 2 - Released

This is where our experts try to teach you the very flexible modding system for our previous release - SOW Gettysburg and its add-ons. It's powerful, but dangerous. Post your tips and your questions.
Davinci
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Re: 10 Mile Map - Released

Post by Davinci »

@ Martin James - Thanks, what settings are you using?

Example: SOWGB.ini file .

ObjClip=1300
UnitClip=700
TreeClip=800

Also - is that 6-7 fps while moving, or while fighting?
For me, these numbers do not change much whether the guys are moving or fighting:
My Bad, you answered this in your post above.

Hey, why not reduce the size of both armies by 20,000 men, or are the FPS roughly the same?

I can march around the map at six-fps and don't have a problem with that. But fighting, I need a minimum of seven-fps , at (8-9 fps) I can't\don't noticed any slowdowns while playing.

davinci
Last edited by Davinci on Fri Oct 05, 2012 8:55 am, edited 1 time in total.
The only true logic is that, there is no true logic!
Martin James
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Re: 10 Mile Map - Released

Post by Martin James »

Hi Davinci

My settings are:

ObjClip=2000
UnitClip=2000
TreeClip=2000

So I could obviously reduce them. But actually with an FPS of 5 (or even 4) your map runs ok on my system whether I move or fight. So actually I'm pretty happy to stay with those settings.

I moved up from a total of c120,000 men to 200,000 in stages. I didn't take notes on the FPS on the way up, but the increased numbers didn't seem to make too much difference. Happy to do a test on 180,000 if that would assist. Let me know if that's the case.

One thing I should have mentioned before is that my large armies use Gunship24's Napoleonic Mod. If anything I would think his lovely sprites would reduce FPS.

I know I always seem to be asking favours, but would you mind putting mnames on your map for v2 please? It's an immersion thing with me. I just like fighting at Uniontown or Baxter's Farm, rather than an anonymous group of buildings. Is that a lot of extra work for you? I hope not :)

Martin
Davinci
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Re: 10 Mile Map - Released

Post by Davinci »

ObjClip=2000
UnitClip=2000
TreeClip=2000

So actually I'm pretty happy to stay with those settings.
I agree, if it works for you then by all means push forward and play the way you like!
I didn't take notes on the FPS on the way up, but the increased numbers didn't seem to make too much difference. Happy to do a test on 180,000 if that would assist. Let me know if that's the case.
Hmm, I was thinking on the lines of less troops, better fps , but I have been taking test on how much the game will push the Graphic’s Card !

Using sprites in the game doesn’t seem to be too demanding and I very seldom do I get the card over forty-six-degrees . So I’m going to add several more brigades to each army and test that out!
One thing I should have mentioned before is that my large armies use Gunship24's Napoleonic Mod. If anything I would think his lovely sprites would reduce FPS.
Yes, gunships24 graphics look great, I’m not sure about which would play better!
I know I always seem to be asking favors’, but would you mind putting mnames on your map for v2 please? It's an immersion thing with me. I just like fighting at Uniontown or Baxter's Farm, rather than an anonymous group of buildings.
I’ll try to get that included in the final-version!

When the Alpine Map first came out, before map-making, I named every road a different name. This way you could know the name of the road that the men were marching on.

The game has always been designed for the modder to not only name the Jump-Map but the actual terrain that the men are standing on!

The downside to that is that it slows down the fps while the game goes through all of those names in the mapname.csv file.
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EDIT Post :

@Martin James - You are absolutely correct!

I increased the viewing distance for objects from 1300 to 1600 .

Added 5000 troops, or four-brigades to the OOB , and the FPS stays the same while marching at 6 fps .

I'm still in the process of marching so I haven't tested what happens when the fighting begins.

I've also adding more houses and fences, now I wondering why the game is not running out of memory!

Norb - has created one hell-of-a-game!

davinci
Last edited by Davinci on Sat Oct 06, 2012 1:15 pm, edited 1 time in total.
Reason: Adding Content...
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Martin James
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Re: 10 Mile Map - Released

Post by Martin James »

I know I always seem to be asking favors’, but would you mind putting mnames on your map for v2 please? It's an immersion thing with me. I just like fighting at Uniontown or Baxter's Farm, rather than an anonymous group of buildings.
I’ll try to get that included in the final-version!
That's terrific. Many thanks.

I'm still in the process of marching so I haven't tested what happens when the fighting begins.

I've also adding more houses and fences, now I wondering why the game is not running out of memory!
I know what you mean. I kept expecting the thing to grind to a halt as I added more troops. But amazingly it din't happen!

Martin
Olszowy
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Re: 10 Mile Map - Released

Post by Olszowy »

I have an older machine. An Intel i5 with 4GB Ram and an NVIDIA GeForce GTX 550Ti. With a single corps per side I had 24FPS consistently. It dropped a bit to 10-15 and then went back up. I then pulled out my mega OOB reinforced with some Western troop and dropped 120000 Union and 100000 rebels into the 10X10. FPS was around 15 at first and dropped to 8 once things started moving. I suspect in MP it would jam solid with that, but will test that tomorrow.
Davinci
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Re: 10 Mile Map - Released

Post by Davinci »

Latest Update:

First – Thanks to all for testing out this map:

There are now seven-hundred-twenty-five structures and roughly 3500 fences. There appears to be absolutely zero impact on the fps with adding the structures.

There are also roughly eighty intersections – so I’m trying to place something at each one just to have something to look at while the men are marching past them.

Most of the fences \ structures - are in the six-mile-radius at the center of the map; this is most liking where the majority of the fighting will take place.

Pending – To Do List:

Still in the process of straightening out the fences, while placing down more.

Adding, weeds \ brush into some of the blank areas of the map.

Pending – need to remove some of the trees that appear in the road-system near the woods.

Pending – adding names to the Jump-Map .

Also – if anyone would like to change \ mod – the fog in the map – it is controlled by the 10MileMapV1.ini file in the Map folder.

Look – for this part of the file – your number will be different from the example:

;Fog
FogEnable=1
FogR=101
FogG=101
FogB=106
FogNear=-2500
FogFar=62000


FogNear \ FogFar – are the ones to adjust:

davinci
The only true logic is that, there is no true logic!
Davinci
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Re: 10 Mile Map - Released

Post by Davinci »

I then pulled out my mega OOB reinforced with some Western troop and dropped 120000 Union and 100000 rebels into the 10X10. FPS was around 15 at first and dropped to 8 once things started moving.
That has to be the highest fps that I have read on this map.

Question - did you reduce the Quality and put the 550ti on Performance in the NVidia Settings?

davinci
The only true logic is that, there is no true logic!
Martin James
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Re: 10 Mile Map - Released

Post by Martin James »

Most of the fences \ structures - are in the six-mile-radius at the center of the map; this is most liking where the majority of the fighting will take place.
I can understand why you are thinking along these lines Davinci, but could I ask that you don't go too far in that direction please.

Reason is that the HITS & Courier group is planning to use your map for some campaign battles. As these will be scenario games, and (with a limited timecale to allow several players to participate) the 2 sides might set-up in just a portion of the map. If there is very little terrain in the other 64 square miles, it will limit the options.

I know. Yet another request :blush:

Martin
Davinci
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Re: 10 Mile Map - Released

Post by Davinci »

I can understand why you are thinking along these lines Davinci, but could I ask that you don't go too far in that direction please.

Reason is that the HITS & Courier group is planning to use your map for some campaign battles.Martin
I know. Yet another request :blush: Martin
Understood, I'm looking at it from this direction, the Map-making-Tools were only given out to a small group of modders to make maps that the community would enjoy.

So, it is only right that the maps be made with the communities input, and or suggestions.

Besides, I would like to know just how far these maps can be pushed before it reaches a breaking point!

So, I'll try to place more objects along the outer sections.

Two of the latest pic's....YES, flowers stolen from Crikey and 2ndTexas !

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The only true logic is that, there is no true logic!
Martin James
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Re: 10 Mile Map - Released

Post by Martin James »

Much obliged Davinci. Much obliged.

Martin

(and thanks to Crikey & 2nd Texas for the flowers)
Last edited by Martin James on Mon Oct 08, 2012 12:23 pm, edited 1 time in total.
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