MUCH BETTER Performance -TBackground.txt

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

HighVelocity
Posts: 189
Joined: Mon, 22. Dec 03, 17:15
x3ap

MUCH BETTER Performance -TBackground.txt

Post by HighVelocity » Thu, 1. Dec 05, 23:31

Maybe I found something very important. In the Tbackgrounds.txt I took the last line, which is named void. I copied everything from void inclusive the 2 big numbers (200 000 000 and 210 000 000).
In the next step I copied this 18 Numbers into each line from SS_BG_1 to the last line. That means every line is the same, except the 11 last numbers. Of course dont change the names (Place Nr. 8 from the left and the last name <SS_BG_1 to SS_BG_35>).

My thought was if it´s named void, that means nothing.

I loaded a savegame and immediately felt, that everything went extrem better. My Buster flies about 1200 m/s an even with 10x Sinza it was absolutely acceptable.

In the next step I jumped into a xenon sector and 20 ships were firing at me and the frames were at least 100% more than before. I terminated 5 capital ships and 30 xenons.
The last test was Argon Prime. Here I got from 18 to 30 frames per second and also much better than before.
Obviously the changing increased the sight enormously, i saw no clounds in front of my nose (i tried several other sectors and everywhere a wonderful sight to a wide wide distance). The game looks 10 times better (for me of course).


so everyone can also try a little bit with this file ...

miggl
Posts: 6
Joined: Tue, 29. Nov 05, 00:31
x3

Post by miggl » Fri, 2. Dec 05, 01:03

Quick question: where do you see this file? It seems I don't even have it. Can this be?

Spare-Flair
Posts: 192
Joined: Wed, 30. Nov 05, 03:23
x3

Post by Spare-Flair » Fri, 2. Dec 05, 01:31

Yes I don't have that file either. Archived somewhere?

CBJ
EGOSOFT
EGOSOFT
Posts: 51934
Joined: Tue, 29. Apr 03, 00:56
x4

Post by CBJ » Fri, 2. Dec 05, 01:34

This file is inside one of the DAT files. You need to use modding techniques to access and change it. I suggest anyone wanting to try this heads over to the Scripts and Modding forum.

miggl
Posts: 6
Joined: Tue, 29. Nov 05, 00:31
x3

Post by miggl » Fri, 2. Dec 05, 04:10

Thanks for the heads up CBJ! Much appreciated :) **heads over there now**

Tiroth
Posts: 12
Joined: Thu, 17. Nov 05, 19:18
x3tc

Post by Tiroth » Fri, 2. Dec 05, 06:05

can anyone confirm this? and if so what type of effects can i expect on the game? (performence, graphics, and gameplay) because i cant really see having a dramatic increase in performence without comprimising something else.

User avatar
Sandalpocalypse
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
x4

Post by Sandalpocalypse » Fri, 2. Dec 05, 06:34

It could easily have big performance increases if the backgrounds are causing you to bottleneck.

HighVelocity
Posts: 189
Joined: Mon, 22. Dec 03, 17:15
x3ap

Post by HighVelocity » Fri, 2. Dec 05, 17:23

I wasn´t sure, which forum is better; of cours a nice moderator could move it to the modding forum, so that many others can test my lucky finding :D ;

I also tried 1600x1200 in a xenon sector and this was absolut impossible for me bevor; of course it start to drop down if 20 or 30 ships firing you at the same time, but before I got 2 CTD, because obviously the graphic card hissed the white flag.

I will also try other experiments; what happens, if I wrote only Zeros in that line ? ...

You should really try that - especially the big sight into the distance is really wonderful (as I said two years ago - stupid nebulas are only making your eyes sick) .....

greetings to everyone .......

User avatar
TSM
Not a Moderator
Posts: 2947
Joined: Thu, 1. Jul 04, 12:31
x4

Post by TSM » Fri, 2. Dec 05, 17:34

HighVelocity wrote:I wasn´t sure, which forum is better; of cours a nice moderator could move it to the modding forum, so that many others can test my lucky finding :D ;

I also tried 1600x1200 in a xenon sector and this was absolut impossible for me bevor; of course it start to drop down if 20 or 30 ships firing you at the same time, but before I got 2 CTD, because obviously the graphic card hissed the white flag.

I will also try other experiments; what happens, if I wrote only Zeros in that line ? ...

You should really try that - especially the big sight into the distance is really wonderful (as I said two years ago - stupid nebulas are only making your eyes sick) .....

greetings to everyone .......
Not sure if i qualify as nice Moderator :roll:, but I will move it as requested :)
FAQ's Egosoft Interactive FAQ
Egosoft Wiki

Runner
Posts: 96
Joined: Sun, 23. Nov 03, 10:58
x3

Post by Runner » Fri, 2. Dec 05, 17:40

Could the original poster or anyone else please make a small mod package from this for others for simple usage without having to meddle with modding?

Thanks!

HighVelocity
Posts: 189
Joined: Mon, 22. Dec 03, 17:15
x3ap

Post by HighVelocity » Fri, 2. Dec 05, 17:47

Thanks for moving..... and I have never made a MOD and that means I would have try to learn and that means a lot of days and trys. Thats why i´m always changing the types - you can´t do anything wrong and the game remains stable.

.... in December I have always the most work of the year ....

maybe I really have to learn scripting for X4 or X5 :D

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7411
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain » Fri, 2. Dec 05, 18:07

Ok I did what you said and I will look into this see how it works. My game was already running perfectly except for in very large battles, but now I will test out huge battles and see if I have increased performance.

User avatar
Red Spot
Posts: 3461
Joined: Fri, 4. Feb 05, 13:44
x3

Post by Red Spot » Fri, 2. Dec 05, 18:09

Runner wrote:Could the original poster or anyone else please make a small mod package from this for others for simple usage without having to meddle with modding?

Thanks!

I made a universe with nothing but type '0' background ..

but it ws boring so I deleted it .. shall see if its still on my system ..

and see if I'll put a 'performance boost' mod together ..



G

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7411
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain » Fri, 2. Dec 05, 18:28

well I played aroudn with this a little, seems to get rid of the fog crap heh, I didnt really notice anything in normal sectors as I said I already had good performance there, I fought a large battle with around 200 ships, I think there was a little better performance then before, still ran kind of choppy but somewhat playable.

User avatar
Red Spot
Posts: 3461
Joined: Fri, 4. Feb 05, 13:44
x3

Post by Red Spot » Fri, 2. Dec 05, 18:44

BlackRain wrote:well I played aroudn with this a little, seems to get rid of the fog crap heh, I didnt really notice anything in normal sectors as I said I already had good performance there, I fought a large battle with around 200 ships, I think there was a little better performance then before, still ran kind of choppy but somewhat playable.

very true ..
but in some sectors the boost is huge .. like in Ore Belt/The Hole ..


G

El Toro
Posts: 57
Joined: Sat, 12. Nov 05, 18:33
x3

Post by El Toro » Fri, 2. Dec 05, 18:52

Can u show screeshots, from before-after. To see the effect of this change on a visual base?

Hector
Posts: 43
Joined: Mon, 9. Feb 04, 17:28
x3

Post by Hector » Fri, 2. Dec 05, 19:05

what i have learnt so far, got to stop for this evening :(

SS_BG_15 in the editors (ingame or doubleshadows) is 14, as SS_BG_1 is known as 0.

in SS_BG_15 (Atreus Clouds background) you'll find..
foggreenoutlands;1;1;1;25;25;25;25;25;25;0;0;16
the 16 seems to be the fog density.. set it to 0 and the fog's gone and it works on existing games unlike the map mod :)

2000000;2500000
one of them i'm sure is to do with visual distance, (i put some 0's on the end of both and i could see the bases/gates even with fog 16 , the other?? scanner?

sure beats editing the map itself..

Galaxy613
Posts: 3285
Joined: Tue, 28. Dec 04, 02:19
x4

Post by Galaxy613 » Fri, 2. Dec 05, 19:41

Hector wrote:2000000;2500000
one of them i'm sure is to do with visual distance, (i put some 0's on the end of both and i could see the bases/gates even with fog 16 , the other?? scanner?
The first one is the start of the fog and the second one is when objects are completely invisable. Divide by 5 to get the distance in meters. So 2000000 would be 40,000 meters, aka 40km.

The scanner ranges are in "types\Globals" file. :P
Last edited by Galaxy613 on Fri, 2. Dec 05, 19:42, edited 1 time in total.
10,000 Lightyears of awesomeness

razorhead
Posts: 730
Joined: Wed, 25. Jun 03, 20:52
x4

Post by razorhead » Fri, 2. Dec 05, 19:42

can anyone provide the modified file?

HighVelocity
Posts: 189
Joined: Mon, 22. Dec 03, 17:15
x3ap

Post by HighVelocity » Fri, 2. Dec 05, 20:39

I have two screenshots from ore belt; and how I get them into that post ?

Post Reply

Return to “X³: Reunion - Scripts and Modding”