Forged Alliance Forever Forged Alliance Forever Forums 2020-03-15T21:39:13+02:00 /feed.php?f=2&t=16488 2020-03-15T21:39:13+02:00 2020-03-15T21:39:13+02:00 /viewtopic.php?t=16488&p=182585#p182585 <![CDATA[Re: Quality of Performance as a ranked mod]]> Statistics: Posted by mirddes — 15 Mar 2020, 21:39


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2020-02-02T14:07:36+02:00 2020-02-02T14:07:36+02:00 /viewtopic.php?t=16488&p=181665#p181665 <![CDATA[Re: Quality of Performance as a ranked mod]]> Statistics: Posted by techmind_ — 02 Feb 2020, 14:07


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2019-12-08T12:29:50+02:00 2019-12-08T12:29:50+02:00 /viewtopic.php?t=16488&p=180271#p180271 <![CDATA[Re: Quality of Performance as a ranked mod]]> Statistics: Posted by Plasma_Wolf — 08 Dec 2019, 12:29


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2019-12-07T15:26:45+02:00 2019-12-07T15:26:45+02:00 /viewtopic.php?t=16488&p=180245#p180245 <![CDATA[Re: Quality of Performance as a ranked mod]]>
I'm sorry to hear if this was done erroneously, but can you show this to be true?

I'm getting conflicting reports and most people that claim it's useful are not providing any actual data. Your results could be due to others in the game rather your own PC.

Statistics: Posted by Morax — 07 Dec 2019, 15:26


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2019-12-07T13:20:43+02:00 2019-12-07T13:20:43+02:00 /viewtopic.php?t=16488&p=180241#p180241 <![CDATA[Re: Quality of Performance as a ranked mod]]> Statistics: Posted by Plasma_Wolf — 07 Dec 2019, 13:20


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2019-12-06T18:54:04+02:00 2019-12-06T18:54:04+02:00 /viewtopic.php?t=16488&p=180227#p180227 <![CDATA[Re: Quality of Performance as a ranked mod]]>
The mod will at best be unhidden and unranked if enough demand is made in appeals after this hiding.

Statistics: Posted by Morax — 06 Dec 2019, 18:54


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2018-07-25T05:04:35+02:00 2018-07-25T05:04:35+02:00 /viewtopic.php?t=16488&p=166176#p166176 <![CDATA[Re: Quality of Performance as a ranked mod]]>
QuestionMarkNoob wrote:
Let's hyothetically say those bugs were left in. How would that impact the game?


Well.

Animation file errors are not so bat for itself. The animation will not run...
But it will trigger an error if we try to manipulate the animation like speed etc.

The bad part, animation settings are mostly part of the init() function of an unit.
Now, if the animation command fails, it will trigger an error and will stop to execute the rest of the init() function.
That is the bad thing we don't want.

Also manipulation all blueprints and overwrite values without checking is not a good idea.
We should not just delete the animation file and let the animation function run into nil values.
Better way would be to hook and change some unit scripts and remove the animation there.

Obsolete functions will only affect the loadingtime not the simspeed. So we can ignore this.

Hooks/files should be cleaned from already set locals.
Some ppl start with copy the original file and forget that they work an a textfile that will be appended to the original file.
So all start variables and locals that where declared at the start of the original file should not be declared again at the end of the file
where the "hook" file is appended.
If you never change one of this locals then it will at least not cause errors, but it makes code more complex and not update friendly.

It's not harmfull to use this mod, but it can produce lag if you use units that changes often something on an animation like animation speed or direction.
(units that control animations with different unit states will trigger an error every time the unit state is changed.)

After fixing this, it could be a usefull mod for low end PC's.
At least it's not a fake mod :mrgreen:

Statistics: Posted by Uveso — 25 Jul 2018, 05:04


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2018-07-25T03:24:00+02:00 2018-07-25T03:24:00+02:00 /viewtopic.php?t=16488&p=166175#p166175 <![CDATA[Re: Quality of Performance as a ranked mod]]> Statistics: Posted by BRNKoINSANITY — 25 Jul 2018, 03:24


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2018-07-25T02:45:58+02:00 2018-07-25T02:45:58+02:00 /viewtopic.php?t=16488&p=166172#p166172 <![CDATA[Re: Quality of Performance as a ranked mod]]> Not good.

Thanks @Uveso for the rundown. I knew it would need checking first; in principle if these issues were resolved it could be considered.
And yes I noticed the change of target selection @JoonasTo and it would be something that would have to be discussed. I think in any rated version it would probably be dropped.

Speed improves would happen on such things e.g survival maps and long-running games large games

From purely a moderator standpoint as well it would lessen the work on my pc and get me through longer replays faster when I need to watch them ^^

Statistics: Posted by Gorton — 25 Jul 2018, 02:45


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2018-07-25T02:08:41+02:00 2018-07-25T02:08:41+02:00 /viewtopic.php?t=16488&p=166171#p166171 <![CDATA[Re: Quality of Performance as a ranked mod]]>
Uveso wrote:
Bad thing is, i dont like this mod. :)
(It makes the game ugly and i don't see any speed improvements for me.)

And i am to lazy to contact the mod author, because i will not make my own xyz version of this mod and violate copyright.


Let's hyothetically say those bugs were left in. How would that impact the game?

Statistics: Posted by ____ — 25 Jul 2018, 02:08


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2018-07-25T00:50:58+02:00 2018-07-25T00:50:58+02:00 /viewtopic.php?t=16488&p=166165#p166165 <![CDATA[Re: Quality of Performance as a ranked mod]]>
QuestionMarkNoob wrote:
Would it be difficult to fix those errors?


Not at all.

You need to check every file (about 105), to see if there are unnecessary or obsolete hooks.
This will take at least 3 hours.

Then we need to change some codelines inside blueprint.lua with testing.
Lets say 2 hours.

Fixing animations that are called from the unitscript needs a hook from the scriptfile.
I would not change them to prevent errors.
Fixtime to remove the animation-remove-function maybe 8 seconds.

So we can fix this in 5 hours and 8 seconds.

Bad thing is, i dont like this mod. :)
(It makes the game ugly and i don't see any speed improvements for me.)

And i am to lazy to contact the mod author, because i will not make my own xyz version of this mod and violate copyright.

Statistics: Posted by Uveso — 25 Jul 2018, 00:50


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2018-07-25T00:17:55+02:00 2018-07-25T00:17:55+02:00 /viewtopic.php?t=16488&p=166163#p166163 <![CDATA[Re: Quality of Performance as a ranked mod]]>
Uveso wrote:
I would not rate this mod before it is finished or optimized.


That's a bummer. Would it be difficult to fix those errors?

Statistics: Posted by ____ — 25 Jul 2018, 00:17


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2018-07-25T00:18:40+02:00 2018-07-25T00:13:02+02:00 /viewtopic.php?t=16488&p=166162#p166162 <![CDATA[Re: Quality of Performance as a ranked mod]]>
TheKoopa wrote:
Yea I really need that fps increase from 300 to 500


x doubt

Statistics: Posted by ____ — 25 Jul 2018, 00:13


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2018-07-25T00:12:35+02:00 2018-07-25T00:12:35+02:00 /viewtopic.php?t=16488&p=166161#p166161 <![CDATA[Re: Quality of Performance as a ranked mod]]>
Bad coding (Just an try and error removing of functions)
Hooks are destructive
Functions are hooked without changes
Initial locals are set twice inside the hooked files
Bluepring.lua is changing unit values without validating (just change every unit)

Because all changes to animations etc are made in blueprints, it will trigger errors if an animation is called from the unitscript.

As example, "AnimationOpen" is set to nil in every blueprint. Now this will be called inside a unitscript:
Code:
self.OpenAnim:PlayAnim(self:GetBlueprint().Display.AnimationOpen, false):SetRate(0.4)

You will get a nice error:
Code:
WARNING: Error running OnStopBeingBuilt script in Entity xeb0204 at 18c79f08: ...\gamedata\units.scd\units\xeb0204\xeb0204_script.lua(19): attempt to call method `SetRate' (a nil value)
         stack traceback:
            ...\gamedata\units.scd\units\xeb0204\xeb0204_script.lua(19): in function <...\gamedata\units.scd\units\xeb0204\xeb0204_script.lua:13>


Also the changes to the engineerstaging platform "AI" are just setting a variable:
Code:
InitialAutoMode = false

That's funny, because the engineerstation has no AI. - Its the PodUnit that has the AI.

I would not rate this mod before it is finished or optimized.

Statistics: Posted by Uveso — 25 Jul 2018, 00:12


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2018-07-24T21:04:28+02:00 2018-07-24T21:04:28+02:00 /viewtopic.php?t=16488&p=166150#p166150 <![CDATA[Re: Quality of Performance as a ranked mod]]> Statistics: Posted by TheKoopa — 24 Jul 2018, 21:04


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