Cardia on 19/7/2017 at 16:53
I have distant view set to 1500, when i climb to certain high parts of the missions several objects disappear in certain perspectives and they appear again when i leave those perspectives, the mono log tells me :Too many objects in scene to render"
Is there any chance i could have all this objects appear always in the higher points ? Or this is something that only a new dark update can improve? Or should i block the access to players to these rooftops areas?
GORT on 19/7/2017 at 22:17
Hmmm... Do you have a
FM.cfg file? If not, you'll want to create one that sets up the object limit to your FM. For TROTB 2, mine has this in it.
Code:
obj_min -18192
obj_max 7900
max_refs 50000That way, the player won't have to change that in their
dark.cfg file in order for the FM to run correctly.
Cardia on 20/7/2017 at 07:44
Thanks Gort, this is the only information i have inside my fm.cfg:
; an FM (that is loaded through the built-in FM support) may contain this in the root
; to ajdust configuration to better suit the FM.
; (Shock) custom first level when starting a new game
;first_level earth.mis
; (Thief) custom first misison when starting a new game
;starting_mission 1
; a '+' separated list of movie filenames to that should not be played. This eliminates
; the need to include an empty movie to override an original one and it will also be
; handled nicer because it won't result in a short UI screen switch in an attempt to play
;fm_movie_disable cs1.avi
; a '+' separated list of movie filenames to exclude from cropping
; (only has any effect if "crop_movies" is enabled by the user)
;fm_movie_crop_exclude intro.avi+credits.avi
; (Shock) disable hardcoded OM patching. By default the game changes various object
; properties in some OMs. This is done simply when a mission filename matches.
; To avoid potential unexplainable bugs in SS2 FMs, that happen to use missions with the
; same names as OMs, it's recommended to disable OM patching.
;fm_no_shock_om_patching
so the only thing i have to do is include these lines?:
obj_min -18192
obj_max 7900
max_refs 50000
And also include the file FM.cfg inside the mission zip file?
Cardia on 20/7/2017 at 07:57
Gort, your FM.cfg in trobt is different from mine , you have only these lines:
enable_subtitles
new_mantle
obj_min -18192
obj_max 7900
max_refs 50000
sun_runtime_obj_shadows 0
Cardia on 20/7/2017 at 08:09
Gort, did you get this following line :sun_runtime_obj_shadows 0 from Dark.cfg? i can't find these line in my dark.cfg. My dark.cfg has already these Values:
obj_min -18192
obj_max 7900
max_refs 50000
Any chance i can increase these numbers in order to be able to render many objects at the same time? If so which ones?
Cardia on 20/7/2017 at 08:14
here for example, from the top of this roof, if i go a little bit higher some of the objects inside the yellow circle disappear:
Inline Image:
https://i.imgur.com/veDQR4c.jpg
Unna Oertdottir on 20/7/2017 at 08:25
Enable
show stats
at this point in DromEd game mode and post the results.
GORT on 20/7/2017 at 08:29
Hmmm... I'll need to see it in motion. It's starting to sound like you might have to change the z-far setting (it's in the cam_ext.cfg file, but I think it can also be set in the FM.cfg file too).
But, first thing's first. Are the center points of those objects being blocked when going high enough? You may want to turn on show_phys_models to see that.
Unna Oertdottir has a good suggestion. In fact, I have that on every time I'm testing in-game.
Cardia on 20/7/2017 at 10:40
Gort and Unna here's a video i did showing the stats, i honestly don't understand well the values displayed in the show stats:
[video=youtube;DhPWd-JakBc]https://www.youtube.com/watch?v=DhPWd-JakBc[/video]
Gort is this the Z-far lines?:
; increased max view distance (default is 256) so z-buffering works correctly on missions with large areas
; (individual missions may set an even larger view distance if the mission requires it)
z_far 512
What's the value you advice me to replace the 512 on z_far ?
And as for this line: sun_runtime_obj_shadows 0 ,is it already included on dark.cfg? or do i have to put it there? That's to cast object shadows, right?
Daraan on 20/7/2017 at 11:17
okay the strange thing is that all disappear at the same time and it looks more like they disappear when the camera moves left to the white building.
At the same time the visible objects number increases by a thousand! I would blame it on that.
I don't know if there is a exact number as a limit for max objects displayed at the same time. Maybe some other topics especially concerning NewDark limits hold some info
----------
For experimenting I got two ideas.
As the objects in the white building seems to be a problem
a) Maybe it enough to push the time of the crucial objects to the start or the end of your time list
b) For general testing what happens when you put a big solid brush before the white building so everything is definitively blocked for the camera does it still happen?
If not maybe getting rid of one window or creating a chimney on the red roof which partially blocks the windows helps.