thunderchero wrote: ↑Fri Nov 18, 2022 3:44 pmAll rendering modes/dll files took the exact same time from selecting "turn" to first combat render
tested hades 1.1 and hades 2.2 files and modes
Dang it. I hoped involving/using GPU rendering could help (even rewinding in playback mode has a lag).
thunderchero wrote: ↑Fri Nov 18, 2022 3:44 pmFerengi is hailing if Cardassians Hailed
AI files were re-created from scratch, this resets: AI treaty agendas, sympathy, counter for good/bad experiences with other empires...
So you have to declare war two turns before the combat (war declaration takes effect after combats). Prepared saved game for the downloading lurkers:
But you must disable/nop (to prevent AI from moving ships):
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0040731F call AISysUnts_LABOR__AIShpUnts_ORDERS
When switching AI to cardassians also remove (to prevent them scrapping ships):
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0040DDF7 call AI_Ship_Scrap_if_Range_Loss_Credit_Deficit
thunderchero wrote: ↑Fri Nov 18, 2022 3:44 pmI would say lag is mostly rendering or calculations of phaser/torpedo vectors and effects of combat.
I disabled rendering and effect of movements (using my above forced hold code), then weapons, then both -> still a bad lag.
So main lag is not rendering but the actual 3D combat calculations.
Btw, FMPM needs this fix (just cosmetics):
viewtopic.php?p=54579#p54579
From researching the fix I remember BotF calculates 3D combat at least 3 times with different codes (so stuff can go out of sync) for movements, weapons and event log (bottom lisplay).
For ECM I plan on removing this and using memory fix (version 1 is OK):
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00530EF3 imul edx, [esp+4], 98h ; R
00530EFF imul edx, [esp+4], 98h ; R
00530F0B imul edx, [esp+4], 98h ; R
00530F1A imul edx, [esp+4], 98h ; R
But it won't really help with combat lag.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.