|Line 62:||Line 62:|
|F/LCK || 0 || 31 || 27
|F/LCK || 0 || 31 || 27
| || 0 || 9 || 70
|VAAS || 11 || 42 || 1200
|VAAS || 11 || 42 || 1200
Revision as of 18:09, 27 September 2008
I don't have many thing about to say about myself (as a roleplayer), except that I use a Mac and can speak French and English. You may ask me if you have an issue that I can help with.
LCK Twin Turbo
As a lightsaber user, I was examining the opensource versions of LCK and found many optimizations were not done. When Hanumi told me he was improving his LCK Turbo, I sent him my suggestions and proposed patches.
Now LCK Twin Turbo brings a significant boost in the sim's performance. I have made a benchmark, counting the script perfs (in IPS, Instructions per second) in a unscripted empty sim and here is the result:
|LCK Turbo, fix7||0||1800||14000|
|LCK Twin Turbo 1.7||0||1100||3500|
|LCK Twin Turbo(*)||0||0||3500|
(*) preversion of 1.8
- static means doing nothing with the saber on, hopefuly it doesn't take ressources
- moving is pressing the deplacement keys with the saber on. LCK uses this keys for swinging, but they still read the control when the sim
- smashing in this test is pressing left and right keys as fast as possible. The code terribly needs to be optimized in the original version.
Twin turbo will have no sim performance drop when not used and requires rougly 1/5 of the original LCK Opensource sim resources and has more features.
Note this is only sim performance. I don't have figured yet how check accurately viewer performance, but I have noticed Twin Turbo is much faster for me than my formerly used LCK (this part is Han's mainly).
Benchmark on mono
Since Mono is released the IPS are no more avaiable, but we have EPS (events per second). The meaning is still obscure, but less is expected to be better. I asked Dawn Donner, which has a brunch of saber types to make the benchmarks, here are the results.
|LCK Turbo, fix7 +blur||0||29||400|
|LCK Turbo, fix7||0||29||250|
|LCK Twin Turbo 1.92||0||0||32|
Note the smashing value depend upon the smasher personal style and speed. I made 45eps when I (Salene Lusch) smashes.
Why so high numbers? 2 reasons, first the many extra effects some saber have trigger more events. Second, the LCK 2.0 opensource control routine does too much work, and most saber get their code from it.
Zonama Sekot was previously on the mainland (on a 12,000m²plot). After several months, this parcel looked like it was too small, also the neighborhood was more and more knotty, source of lag and troubles. The SW planet itself is covered by rainforest, and all the trees needed space. We decided to move to an openspace sims. They are area with enough space, but less perfomance and less building primitive (aka "prim"). At this moment (November 2007), they were not as popular as they are now. They had half the prim allowance and were more expensive than now, no Star wars area used one, for example.
We made some fights on and anything looked like ok. Thus, we discovered later than anything laging, lags more in an openspace, especialy combat systems, guns, lighsabers, force powers, etc.
Here are some of the guidelines that I am using now for building.
- Align the prims and the texture, and stretch correctly the textures on every face. I know it takes time (a lot), but people will spend time in the sim and will notice the glitches.
- Don't consider the concrete or metal cube as the best building type ever.
- Never user 1024x1024 textures, they're known to be longer to load and lag. Even if they look very good... Well... ok I confess I used one, but not in the RP area.
- Always set the appropriate material (wood, stone, glass). It changes the sound on collision and you certainly don't want people find out your impressive spaceship sounds like wood, do you?
- add background sounds (possibly random)
- Avoid dense concentration of prims and texture in a small area.
- move away shops from the main RP area (they use plenty of texture)
- don't setup rents with a lot of prim in the RP area either.
- to spend a lot of free prim, a second layer (far enough) is better rather than adding more details
- when possible, reuse (but not overuse) the same textures to reduce load time.
- Be careful, the scripts could reduce the ability to use the sim
- Disable the unused scripts.
- use volume or collision detection rather than scanners
- don't use unfiltered listeners, it's even better to not keep listeners at all.
- periodicaly check the time used by the scripts and physics, a sim has 22.5ms to compute a frame, when this time is reached, the sim lag (Zonama Sekot uses less than 1ms when empty, I've seen sims with 18ms which can be a problem for holding events).
- don't use temp rezzer (aka "prim saver") to have more prims.
- Setup the doors and switches to not be opened at large distance. Basic touch doors still opens when touched from the other side, and collision doors open with bullet, which is annoying .
- People should enjoy the looking of the sim, even with a low configuration, check the build with low graphic preferences too, where
- the shining is disabled
- also is the blur and the lights
- the ground is blur
- the drawing distance is 64m, especially don't use a huge prim (more than 64m) as the ground. Viewers with a 64m draw distance will not see the ground. They also could not see the back wall in a very long building.
- Don't multiply the teleporters to go on into the sim. One per connex area is enough (maybe a second one for wide areas). The teleport system to come in the sim has to be simple, as there is no teleport in Star wars and characters has to ignore it's here. No need to distract them with a fancy system.
- Use stairs, brigdes, etc. to link the rooms when possible. People shall not be lost a the teleportation system. When using an elevator with buttons, don't forget the first floor for americans is the ground flour for europeans, so a describing text may be preferable.
I made the ZCS combat system to address many issues:
- they don't had been tested on open space sims. Some system were very slow (and I know understand why) while some others are ok. A basic CS stands 2 or 3 melee hits per second on an openspace sim. ZCS stands 10 hits (and probably more), even if it has been reduced (5 currently) against button smashing.
- There is no cheat, no hidden extra damage things. The melee and ranged damage rates are capped. There is no prompting for level or skill camping.
- Some irrealistic tactics have been addressed
- a gunner can't shoot and run backward with great accuracy
- flying and shooting in the same time is severly unefficient
- running is not the best way to restory one's health.
- The stamina has an use in the ranged attack (it soften the damages like an armor)
- There is no currently major bug and the glitches are fixed quickly.
- the engine is in the hud, so the hud doesn't lag for mouselook users (but the damage can lag if the sim is lagging).
- The system code is written efficiently. I can't say for others and you're not force to believe me, but I'm sure about mine. You can check up the critical section rewrites made on LCK Twin Turbo to have an idea of the style.
I made a version for Mono, now I have plenty of space for improvments. Here is some ideas....
- Other force powers, but on the other hand, force user characters will have to select which kind of power they prefer or will be have a greater penalty. Some powers to consider:
- Specialities for ranged users, like medic (better heals), infantry (better armor), sniper (better accuracy)...
- ranged weapon drawback when shoot from very far distance (64m? 96m?). The drawback could be lifted for snipers.
- Possibility to breath underwater (recovers with time), on the other side, they will recover slower on the ground.
- Maybe the possibility to create a specific CS with out of limit powers for a specific RP 5one day and one sim). For example a monster with 10 times the health of regular humans (at the long run)
- I'm still open to any constructive suggestion.
You may have noticed English is not my mother tongue. Thus I believe to be fluent enough to the live in a english speaking RP environment, with some constraints:
- I'm getting an idea of what is said slower in English than in French.
- I miss some vocabulary, for example the derogatory language. So excuse me if I don't insult your character the right way, and please use explicit and redundant words toward mine, until you're sure I've caught the idea.
- Sometimes I'm looking in the dictionary for the right word.
On the other hand, when possible, I try to RP this limitations. No one is perfect and certainly not my characters.
Most of SWRP happens in English and it is not easy for non-english speaker to understand and participate. Some are tempted to make a group for their language. I know some attempts to have French SWRP groups:
- Massassi Sith, they were bi-lingual a moment and it was frequent to listen french on their backyard.
- A short living group of mandalorian on Hoth.
- A new french group of sith (french league sith)
Thus, I don't believe it can work at the long run. If they can't communicate with the others, their RP possibilities will be reduced. Furthermore, bi-lingual people, which could bring RP with other groups, may prefer to stay in the english speaking world rather than supporting such a group.
Translators help to understand but not really help to RP. For example, the other day, a visitor said "Je suis un nouveau excuse", which can be translated from french without ambiguity by "Excuse me, I'm a new". Thus, the translator wrote "I'm a new excuse", which is confusing.