Quote: --- Original message by: DeadHamster
Remember this guy? The BSP that was way too detailed and could never get ingame?
The raw BSP clocked in at 65k polys. Far too many. Serious optimizing and reconstruction got it to just under 41k, which is comparable to the Outskirts BSP. I had to rebuild half the level, which means re-doing the entire BSP's uvmaps. But doing so allowed (forced) me to replace all the materials, and get the thing ingame.
Also, teh_lag recently replied to a PM and gave some advice (as well as a huge boost to morale) regarding terrain portals. Turns out they suck as much as I thought they did, and there's no secret about them. Just trial, and error, and error, and error. The BSPs in the video didn't have any terrain portals, hence the huge amount of geometry flickering.Edited by DeadHamster on Feb 19, 2019 at 05:02 PM
Quote: --- Original message by: IfafudafiBattle Rifle Burst
Getting a 3-round burst has been pretty much a "solved" problem for most of HCE's life -- have the weapon overcharge instantly, and discharge a spew for just long enough to get 3 rounds off. However, this has been accompanied with a couple of significant limitations:
-An extra tick of delay happens between pulling the trigger and the first shot, due to having to "charge"
-The burst happens at a rate of 1 bullet per tick, which can feel compressed and awkward
-Rate of fire takes a significant hit
(1 tick is 1/30 of a second, the speed at which HCE updates just about everything)
The first issue is pretty much unavoidable, but further experimentation has finally allowed us to solve the other two.
To separate the burst, each round is set to overheat the weapon instantaneously. The heat decay rate is maxed (1), and the heat recovery threshold is aligned to have the gun recover after 1 tick (0.96). The spew time is increased to where the BR now "fires" the equivalent of 6 shots per burst; but by overheating every other shot, the end result is 3 bullets fired every 2 ticks, a much more tactilely satisfying and practically applicable rate.
Raising the rate of fire tied into a "discovery" (really a years-late realization) about rate of fire, related to the game's 30-ticks-a-second update speed. During any given tick, a weapon can only be "firing" or "not firing," meaning that rates of fire are restricted to divisors of 30, i.e.:
1 bullet every tick (30 rounds/second)
1 bullet every 2 ticks (15 rounds/second)
1 bullet every 3 ticks (10 rounds/second)
1 bullet every 4 ticks (7.5 rounds/second)
…and so on. If an "invalid" RoF value is put into the tag, HCE will round the rate of fire down to the nearest "valid" number; so, if a value of 25 was given to a weapon, it would actually only fire at 15 rounds/sec in-game.
Between the charging and the overheating, the BR's rate of fire is effectively much lower than the inputted value. Previously ignorant of the above restrictions, seeing no net effect to raising the rate of fire had given us the impression that it simply couldn't be raised; however, now that we know, we simply have to up the value much higher (the BR's RoF is set at 7.5, but fires at around a still-comfortable 2.5 bursts/sec).
Here's a video demonstrating the difference. You can also see the color-changing method described above working here. (the display is still pending the same treatment as the AR shown in Monday's pool video) http://www.youtube.com/watch?v=phPHzjmnaYU