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Re: 10 Mile Map - Released
Posted: Mon Oct 08, 2012 11:16 pm
by Olszowy
My NVIDIA is set to max performance and not quality. Just for kicks and giggles I ran a couple scenarios for you on your 10X10 just to see what would happen.
I have two mods going that could have an impact, one provides the corps commander with a command to move the whole corps and the other is that weapon ranges are set to 230.
Army 120,000 Union inlcuding cav corps, artillery reserve, and US XIV Corps at ~22,000.
Corps US I Corps Versus CSA I Corps.
Corps High/Best: All options for trees, smoke, bodies etc on, started at 34, dipped to 12 while moving and first contact, came back up to 16-18 once units stopped moving and was going higher when I stopped. No issues at all.
Army versus Army Hunt Them Down: Everything on and set to high/best, started at 15, dipped to 6 when moving with no contact, upon initial contact it went to 0 and 1 when I ran into mass AI artillery leading the attack...again. Once they left the FPS went back to 6 abd once the Armies closed in and the lines stablized went back up to 8-10 range.
Army Versus Army LOS, Everything on and set to high/best, line stretched from top of map to bottom. 8-10FPS from the start increasing to 15 as sprites died and units left action.
Army versus Army low quality, not a huge difference in FPS for me, a gain of 1-3 when stationary, but when units were moving it was the same 6ish.
Turning smoke, bodies, road markers off seemed to have little if any effect for me one way or the other. I also ran a couple scenarios with fewer numbers, 20k, 30k 40k per side and as you would expect the fewer troops the better the FPS. As you already stated, moving troops along roads or wherever lowered FPS more for me than any amount of firing, bodies, smoke, etc. Cavalry and artillery units seemed to lower FPS as well. It certainly hurts MP performance. We never use cav or employ large amounts of artillery because of that in our MP battles.
Anyway, like the map, especially with best graphics, good map for a couple corps to manuever and actually employ security and force commanders to actually think about cooperation and deployment instead of rush to engage the enemy in a big old line of death. I enjoy corps/army level play much more than bde and div and this map allows it.
Re: 10 Mile Map - Released
Posted: Tue Oct 09, 2012 12:02 am
by Davinci
Olszowy – Thanks, for your comments about the map!
And, thanks for taking the time to test the different levels of command. This should help someone to gauge how their System should perform.
Yes, I removed all of the cavalry , and only use a small attachment of artillery in my OOB.
It’s the LOS that is applied to the artillery units that will cause such a drastic drop in the fps .
I’m not sure why this would apply to the cavalry units, they should be treated the same as the infantry units, I just never used them in any of my games.
The road-system is probably the most demanding about this map, there are eighty intersections, which means a lot of calculations .
I’m still wondering why Norb’s game won’t crash, especially since some of you guys have thrown huge-amounts of soldiers on the field. A lot more soldiers than I would have ever-thought would work!
Thanks, again!
BTW – Do you have the NVidia Inspector installed on your machine. Have you ever checked your temp after playing the game?
My temp hardy ever gets above fifty-degrees on the 550ti after playing!
davinci
Re: 10 Mile Map - Released
Posted: Tue Oct 09, 2012 12:56 am
by Olszowy
I do have NVIDIA Inspector, but not looked at it after a game. I have to test 1.5 with MP this evening and will check it out. I have a filtered air conditioning duct blowing right into the main intake fan so I cannot imagine it being too hot!
I play Corps co-op MP 99.9% of the time. We play ~10000 man corps or reb div against AI. Usually around 60000 per side. We've been doing corps fight for the last year and it seems to run fine. No cavalry and we cut down artillery units on both sides to reduce lag. Each player gets 3 batteries max OR we consolidate under one artillery commander with all of it. We cut AI artillery way down and compensate by making larger infantry formations and increasing quality of leaders and regiments. We added in a corps movement button as I mentioned and redid the keyboard GUI to allow more options for units to advance to cover.
Additionally, we increased rifle range to 230, reduced visibility ranges on a lot of terrain types, reduced "to hit" for infantry, increased lethality of 3in/10pdrs for counterbattery at range while ensuring damage against infantry remained the same or decreased.
We also use the L key to take a startloc.csv in case of an MP crash. So now if we crash during play we can very quickly restart a game where we crashed.
In single player I will often use the complete 30 June OOB minus cav as it just is so hard to use properly and deos so many weird things. Seems to run fine.
Re: 10 Mile Map - Released
Posted: Sat Oct 13, 2012 9:28 pm
by rudy
Blaugrana wrote:
I do have a problem with the map:
It looks like that because you are using a standard size mini-map with the large size Courier & Maps frame. To fix that, you'll need to change the map portion size from 568X568 to 852X852 while keeping the overall picture size at 1024X1024.
I would like to fix this issue for other maps.
I've looked around in the folders and files for the other maps, but can't figure out how to do this.
Could you explain in a bit more detail?
I like using the larger mini-map.
Thanks.
Re: 10 Mile Map - Released
Posted: Sat Oct 13, 2012 10:38 pm
by Davinci
If you are asking how to change any of the other Mini-Maps to the larger size you would need some type of program such as Photoshop, or Gimp, maybe Paintnet.....not sure about that one.
Basically, the default mini-maps are 570x570 in size and placed on a blank 1024x1024 background that is saved as a dds file.
You would open one of the mini-maps and crop only the 570x570 portion of the file.
Then re-size it too 852x852 and place it onto a 1024x1024 background. Then merge or flatten the image, and Save it using the same name as the original.
Then just place it into a mod folder to avoid over-writing the original.
If this is not what you are asking, then someone else might find this useful.
davinci
Re: 10 Mile Map - Released
Posted: Fri Oct 19, 2012 4:38 am
by Davinci
All - here is the latest Update on the 10MileMap:
There are now 830 structures scattered around the map. I have only found about six places that you can click on, pan the camera around and not see something!
There are roughly 3600+ fences on the map.
There are 15 individual roads with different names, to help navigate around the map. I couldn't name all of them without slowing down the game too much. There is probably a 1-2 fps loss at naming this many. But that also has a lot to do with how many units you are playing the game with.
I'm running 50,000 per army, so my loss is 1-2 while marching.
But, if this is not for everyone, the Beta \ V1 bmp, and csv map files can be used on this one, so you have an option.
There are 9 individual woods names, along with nine different farm names, I'm guessing that they could probably be used for objectives. I'll try to get a few hills as objectives also.
ETA - roughly two weeks!
davinci
Re: 10 Mile Map - Released
Posted: Fri Oct 19, 2012 1:57 pm
by Martin James
Brilliant. Keep going my old war-horse B)
Martin
Re: 10 Mile Map - Released
Posted: Tue Nov 06, 2012 7:21 am
by Davinci
@ALL,
Here is a list of the changes that were made to the
10MileMapV2.
The Map will have the option of displaying some of the terrain that the units are standing on, but for this to work,
you will have to enable the
GUI Mod that will come with the download.
Now, this added feature will slow-down the map that is already very slow, as posted above I'm losing about
1-2fps with this enabled.
The back-up plan is that if this is not for you, you can copy two files from the
beta version, rename them, and then copy them over the two files that were changed. This would allow you to play on the map without the
GUI Mod .
Example - Expand the
SOW\MODs\10MileMapV1\Maps - and copy the following two files onto the Desktop:
10MileMapV1.
bmp
10MileMapV1.
csv
Rename them to 10MileMapV2.bmp and 10MileMapV2.csv - and then copy them into the 10MileMapV2\Maps folder.
List of changes:
Ten Woods with different names.
Twelve Farms with different names.
Three Hills\Ridge with different names.
Fifteen Roads with different names.
4500+ Fences
860 Structures
Example Pictures:
The attachment 1_2012-11-05.jpg is no longer available
The attachment 2_2012-11-05.jpg is no longer available
ETA - 1-2 days:
davinci
Re: 10 Mile Map - Released
Posted: Tue Nov 06, 2012 8:34 am
by Bloody 8th
How do you have huge army numbers?
Re: 10 Mile Map - Released
Posted: Wed Nov 07, 2012 9:32 am
by Davinci
How do you have huge army numbers?
Hey, how is everything going!
I'm sorry but I'm not exactly understanding what you meant by the above, could you explain in
more detail!
davinci