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-   -   RP4 Prototype (http://www.alice.org/community/showthread.php?t=8285)

sfunk 04-04-2012 01:52 PM

When I tried this new version, I ended up with the lag issue as well. I am not sure how you are calling those weapons Shot method but maybe if it is in a list and they are the last in the list, it might be lagging from searching through the list first before it does the method?

But everything else worked pretty darn well. I like how you took the shot register away when you shoot the ground. which means hopefully making targets and whatnot easy for you to manipulate while making your game.

I had [B]zero[/B] accuracy issues while trying this.

I really enjoyed the different impact that each of the weapons had.

I noticed the game had some issue with the zombie's health bar when you had two different weapons and held the autofire done. (And by issue I mean it seems as if the world isn't updating the health bar fast enough to match the shot register)

Other then that. So good job with what you have so far, And continue onward with this soon to be great game.

x2495iiii 04-04-2012 01:58 PM

That's a good point.

I'll mess around with the code and see if I can find potential slowdowns.

The weird part is, though, that the lag goes away as soon as the guns are offscreen, meaning if you reload the guns at the same time, the lag goes away while they're reloading, then comes back when they do.

That suggests it's a graphical issue, but I tried substituting glocks for the sigs and it still lagged.

Maybe the problem is a compound issue, and the (relatively) graphically intensive sigs are just making the issue more noticeable.

Thanks for mentioning the different weapons issue. I'll look into it while I'm fixing the lag.

sfunk 04-04-2012 02:54 PM

[QUOTE=x2495iiii;47815]That's a good point.

I'll mess around with the code and see if I can find potential slowdowns.

The weird part is, though, that the lag goes away as soon as the guns are offscreen, meaning if you reload the guns at the same time, the lag goes away while they're reloading, then comes back when they do.

That suggests it's a graphical issue, but I tried substituting glocks for the sigs and it still lagged.

Maybe the problem is a compound issue, and the (relatively) graphically intensive sigs are just making the issue more noticeable.

Thanks for mentioning the different weapons issue. I'll look into it while I'm fixing the lag.[/QUOTE]

Do the sigs have any sort of underlying data when you converted them? like scene information or some type of bump mapping? that might be the issue for the guns, and nice name switch haha

x2495iiii 04-04-2012 03:13 PM

Not that I know of. I even have it set so that there's only one set of textures between the two guns.

Also, I wanted people to actually pay attention to this thread, so yeah, name change.

sfunk 04-04-2012 04:09 PM

Well I wish I could help you out more, but I honestly have no idea what could be causing the lag. Maybe it's just a rendering issue due to some bad triangulated polygons when converted, but I have no clue

x2495iiii 04-04-2012 06:38 PM

Tested some more stuff.

Turns out both the sigs and the glocks I tested them against were graphically off. I replaced the glocks with walthers and the lag disappeared.

Unfortunately, this means I'll have more limits as to which weapons I can use. Those sigs were gorgeous, and the glock was supposed to be one of the first weapons you get in the game. Oh well.

Added zombie sounds for when they get shot. Fun stuff.

sfunk 04-05-2012 04:48 AM

[QUOTE=x2495iiii;47832]Tested some more stuff.

Turns out both the sigs and the glocks I tested them against were graphically off. I replaced the glocks with walthers and the lag disappeared.

Unfortunately, this means I'll have more limits as to which weapons I can use. Those sigs were gorgeous, and the glock was supposed to be one of the first weapons you get in the game. Oh well.

Added zombie sounds for when they get shot. Fun stuff.[/QUOTE]

Well that is disappointing, At least you can try out some other weapons now though.

And Sounds is what I started doing on my game, I find this to be the most aggravating part since some sounds work one time, then after that can throw an error, or it bloats the file size of the world and blah blah blah haha


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