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Re: Peninsular Mod v1.01 (requires Road to Wagram v1.4)
Posted: Thu Oct 11, 2012 10:09 pm
by RebBugler
Hi Dav, i have done 25 uniforms for the Peninsula mod. Probably not all used in the same OOB, but nearly all used. That doesnt include the uniforms used from the Road to Wagram mod so maybe 30 or so uniforms in total on the large OOBs, could be more.
I was wondering that too, your answer, "30 or so uniforms" is remarkable. How can this be? We've limited the SOW uniforms because of FPS stress, yet you've achieved far more than we've deemed possible without serious CPU lag. Calling
ADukes, if anyone knows the answer here, it's gotta be him.
Re: Peninsular Mod v1.01 (requires Road to Wagram v1.4)
Posted: Thu Oct 11, 2012 11:15 pm
by gunship24
i suppose it does lag with large OObs and everyone is moving, then again my rig isnt great so i dont notice any differernce to the stock game. 30 is probably a guess that includes generals, art, cav and infantry. i would be interested to know what the limits were and what the fps hit was per uniform, or the fps hit if the uniform count gets too large.
Re: Peninsular Mod v1.01 (requires Road to Wagram v1.4)
Posted: Fri Oct 12, 2012 2:38 am
by Davinci
I was wondering that too, your answer, "30 or so uniforms" is remarkable. How can this be? We've limited the SOW uniforms because of FPS stress, yet you've achieved far more than we've deemed possible without serious CPU lag. Calling ADukes, if anyone knows the answer here, it's gotta be him.
I would be interested to know what the limits were and what the fps hit was per uniform, or the fps hit if the uniform count gets too large.
My guess is that when the game first came out almost everyone had a
Graphic’s-Card with
512MB of memory.
So, the amount of uniforms was limited to work with that and probably slightly under that amount.
Now, almost everyone has a card with
1024MB of memory, so more uniforms can be added that doesn’t slow the game down.
This is why I believe that if the sprites, trees, etc…are packed in the newer
png files, or
not packed at all, it doesn’t make too much of a noticeable difference.
I get the roughly the same
fps either way!
davinci
Re: Peninsular Mod v1.01 (requires Road to Wagram v1.4)
Posted: Fri Oct 12, 2012 9:38 am
by Grog
Thanks Gunship24
Officer looks great.
Its interesting what's been said about uniform limits and FPS stress.
Perhaps, an interesting experiment might be to put together a 'test OOB' containing ALL the different uniform sprites (including the Austrians) and then gradually push the limits and see what this baby can do B) .
I expect you clever folks have already thought about this.
I would be willing to help test
Re: Peninsular Mod v1.01 (requires Road to Wagram v1.4)
Posted: Tue Nov 06, 2012 7:43 pm
by redcoat
gone quiet again.you with us gunship? cheers
Re: Peninsular Mod v1.01 (requires Road to Wagram v1.4)
Posted: Tue Nov 13, 2012 4:46 am
by gunship24
Yes im here. Im enjoying playing the game

. I dont have anything immediate on the horizon to mod except more OOBs.
Was there another campaign that people would like? B)
Re: Peninsular Mod v1.01 (requires Road to Wagram v1.4)
Posted: Sun Nov 18, 2012 8:15 am
by Jack ONeill
Russians, maybe?
Jack B)
Re: Peninsular Mod v1.01 (requires Road to Wagram v1.4)
Posted: Sun Nov 18, 2012 5:55 pm
by Saddletank
Dutch-Belgians, Nassauers, Hanoverians, Brunswickers, late-war Prussians...
Russians would also be good.
Re: Peninsular Mod v1.01 (requires Road to Wagram v1.4)
Posted: Mon Nov 19, 2012 1:01 am
by redcoat
id like to vote for russians if pos.
Re: Peninsular Mod v1.01 (requires Road to Wagram v1.4)
Posted: Mon Dec 10, 2012 2:01 am
by maulet
hello , this mod is updated for v.1.5?
thanks.