Daiwilletti
Charter Member
For those of you who like to experiment, or push the boundaries a little, here is another gem. I seem to be in a giving mood today, this is my third new thread
I've just been delving into a crash dump report, the details of which are: Users/David/AppData/Local/Temp file name 1F629DB1.dmp 3/08/17. You may have some similar files in a similar location. Anyway, I've determined a section with a whole lot of parameters for the game.xml file. About half or maybe more are already used by the stock game.xml.
AVIRenderOptionsQuery@@ DefaultGSL DefaultTheatre LightVertAngle LightHorizAngle LightAmbient LightColor ShadowRenderDist GoalSpawnRetryInterval GoalSpawnInterval SpawnRetryInterval SpawnInterval SpawnPositionRetryCount RoadSpawnVacantRadius RailSpawnVacantRadius OceanSpawnVacantRadius GroundSpawnVacantRadius QuickCombatFriendlyRadius GroundGoalSpawnRadius NearFacilityRadius DistantFacilityRadius MaxSpawnedStatic MaxSpawnedShips MaxSpawnedVehicles MaxSpawnedAircraft MaxBullets SingleMissionCampaign CanExpandFacilities CanSpawnFormations PlayerInAIMode LightTerrainObjects ShowObjectShadows ShowTerrainShadows ShowStars ShowUIWorld VolFogTop VolFogBottom VolFogMap fogmap.tga EnvMap CubeEnvMap default_env.tga ShowResLoad
The first one which leaps out at me is QuickCombatFriendlyRadius. Wow, maybe it is possible to adjust this! Sometimes I find all those pesky red triangles when I fly QC to be a pain, all that flak!
Another one is ShadowRenderDist. This could be really handy if something similar is not already rendered by Ankors shaders. It would relieve some CPU burden if shadows were only rendered out for a few kms.
Another is GoalSpawnRetryInterval. I often have problems in a campaign mission when a goal spawn does not immediately appear (usually on an anti_ship mission). So setting a short retry interval might help.
What about MaxSpawnedShips, or MaxSpawnedAircraft? Some may have noticed that if you set up a ship formation with more than 7 ships, they start to double up on each other. So this parameter might make things more interesting.
If I ever get around to testing any of this I will let you know.
If it turns out any of this actually works, it should be added to the knowledgebase sticky. But maybe not yet!
I've just been delving into a crash dump report, the details of which are: Users/David/AppData/Local/Temp file name 1F629DB1.dmp 3/08/17. You may have some similar files in a similar location. Anyway, I've determined a section with a whole lot of parameters for the game.xml file. About half or maybe more are already used by the stock game.xml.
AVIRenderOptionsQuery@@ DefaultGSL DefaultTheatre LightVertAngle LightHorizAngle LightAmbient LightColor ShadowRenderDist GoalSpawnRetryInterval GoalSpawnInterval SpawnRetryInterval SpawnInterval SpawnPositionRetryCount RoadSpawnVacantRadius RailSpawnVacantRadius OceanSpawnVacantRadius GroundSpawnVacantRadius QuickCombatFriendlyRadius GroundGoalSpawnRadius NearFacilityRadius DistantFacilityRadius MaxSpawnedStatic MaxSpawnedShips MaxSpawnedVehicles MaxSpawnedAircraft MaxBullets SingleMissionCampaign CanExpandFacilities CanSpawnFormations PlayerInAIMode LightTerrainObjects ShowObjectShadows ShowTerrainShadows ShowStars ShowUIWorld VolFogTop VolFogBottom VolFogMap fogmap.tga EnvMap CubeEnvMap default_env.tga ShowResLoad
The first one which leaps out at me is QuickCombatFriendlyRadius. Wow, maybe it is possible to adjust this! Sometimes I find all those pesky red triangles when I fly QC to be a pain, all that flak!
Another one is ShadowRenderDist. This could be really handy if something similar is not already rendered by Ankors shaders. It would relieve some CPU burden if shadows were only rendered out for a few kms.
Another is GoalSpawnRetryInterval. I often have problems in a campaign mission when a goal spawn does not immediately appear (usually on an anti_ship mission). So setting a short retry interval might help.
What about MaxSpawnedShips, or MaxSpawnedAircraft? Some may have noticed that if you set up a ship formation with more than 7 ships, they start to double up on each other. So this parameter might make things more interesting.
If I ever get around to testing any of this I will let you know.
If it turns out any of this actually works, it should be added to the knowledgebase sticky. But maybe not yet!