I mentioned this also, way too many tracelines and mesh picking is CPU side. But its the price you pay for dynamic splash locating. Valve do a good job of optimizing, and bsp checking is cheap enough but still.
On Fri, May 21, 2010 at 5:30 PM, Tony "omega" Sergi <omegal...@gmail.com>wrote: > That's why I said what I did in my comment, It also isn't so much the video > card as it is the CPU. > -Tony > > > On Sat, May 22, 2010 at 8:47 AM, James Keith <jimmy4...@gmail.com> wrote: > > > It seems to impact it a little bit but I have such a good video card > > that I can't see a difference. > > > > > > > > On May 21, 2010, at 6:04 PM, Dexter <dex...@linux.com> wrote: > > > > > Glad you got it working! I'm looking for something similiar in > > > effect, but > > > isn't doing so many tracelines performance impacting? > > > > > > On Fri, May 21, 2010 at 12:23 PM, James K <jimmy4...@gmail.com> wrote: > > > > > >> I didn't comment enough stuff out. Whoops. Thanks for putting up with > > >> my stupidity, Tony. > > >> > > >> -James > > >> > > >> On Fri, May 21, 2010 at 9:57 AM, Tony "omega" Sergi < > > omegal...@gmail.com > > >> > > > >> wrote: > > >>> I dropped the code into a a blank sdk and it works. > > >>> I made one minor alteration though, here's the whole thing. if it > > >>> still > > >>> doesn't work for you then i have no idea, as i was just sitting in > > >>> a box > > >> map > > >>> with a displacement ground seeing slime splashes randomly, WITH rain > > >> coming > > >>> down. > > >>> http://pastebin.com/0KfbHkii > > >>> -Tony > > >>> > > >>> > > >>> On Fri, May 21, 2010 at 9:50 AM, James K <jimmy4...@gmail.com> > > >>> wrote: > > >>> > > >>>> Removing the IsInAir conditional broke the rain completely. No > > >>>> rain or > > >>>> splashes at all now. > > >>>> > > >>>> On Thu, May 20, 2010 at 8:13 AM, Tony "omega" Sergi < > > >> omegal...@gmail.com> > > >>>> wrote: > > >>>>> and remove all of the other randoms other than what that i > > >>>>> changed the > > >>>> code > > >>>>> to. > > >>>>> So for the final output: > > >>>>> > > >>>>> /*Tony; the traceline replaces the IsInAir check. > > >>>>> you also don't want the random's to be around the traceline > > >>>>> either, > > >> or > > >>>>> it will only check SOMETIMES. it needs to check _all_ the time. > > >>>>> you also probably want to do some radius checking of the > > >>>>> particles > > >>>>> position (ignoring z) for if it's in range of the local player > > >>>>> to run > > >>>> this > > >>>>> code or not > > >>>>> otherwise you will have traces for every particle all over the > > >> place > > >>>>> even if there's no way that the player can see it > > >>>>> so when the player is out of that radius, you would only use > > >>>>> if ( > > >>>>> !IsInAir( pParticle->m_Pos ) { return false; } > > >>>>> */ > > >>>>> trace_t trace; > > >>>>> UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_SOLID, NULL, > > >>>>> COLLISION_GROUP_NONE, &trace); > > >>>>> if( trace.fraction < 1 || trace.DidHit() ) > > >>>>> { > > >>>>> if ( RandomInt( 0, 100 ) <= r_RainSplashPercentage.GetInt > > >>>>> () ) > > >>>>> DispatchParticleEffect( "rain_splash", > > >>>>> trace.endpos,trace.m_pEnt->GetAbsAngles() , NULL ); > > >>>>> > > >>>>> // Tell the framework it's time to remove the particle > > >>>>> from the > > >>>> list > > >>>>> return false; > > >>>>> } > > >>>>> // We still want this particle > > >>>>> return true; > > >>>>> > > >>>>> -Tony > > >>>>> > > >>>>> On Thu, May 20, 2010 at 7:16 PM, Saul Rennison < > > >> saul.renni...@gmail.com > > >>>>> wrote: > > >>>>> > > >>>>>> Remove the IsInAir conditional, that's your issue. > > >>>>>> > > >>>>>> On Thursday, May 20, 2010, James K <jimmy4...@gmail.com> wrote: > > >>>>>>> I don't want to post the whole file because I really haven't > > >> changed > > >>>>>>> anything else and that would be massive, so here's the tidbit > > >>>>>>> i'm > > >>>>>>> working with. The whole file is c_effects.cpp if you need to see > > >> the > > >>>>>>> rest. > > >>>>>>> > > >>>>>>> // No longer in the air? punt. > > >>>>>>> if ( !IsInAir( pParticle->m_Pos ) ) > > >>>>>>> { > > >>>>>>> // Possibly make a splash if we hit a water > > >>>>>>> surface > > >>>> and > > >>>>>> it's in > > >>>>>>> front of the view. > > >>>>>>> if ( m_Splashes.Count() < 99 ) > > >>>>>>> { > > >>>>>>> if ( RandomInt( 0, 100 ) < > > >>>>>> r_RainSplashPercentage.GetInt() ) > > >>>>>>> { > > >>>>>>> trace_t trace; > > >>>>>>> UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_ALL, NULL, > > >>>>>>> COLLISION_GROUP_NONE, &trace); > > >>>>>>> if( trace.fraction < 1 || trace.DidHit() ) > > >>>>>>> { > > >>>>>>> if ( RandomInt( 0, 100 ) <= r_RainSplashPercentage.GetInt > > >>>>>>> () > > >> ) > > >>>>>>> DispatchParticleEffect( "rain_splash", trace.endpos, > > >>>>>>> trace.m_pEnt->GetAbsAngles() , NULL ); > > >>>>>>> } > > >>>>>>> } > > >>>>>>> } > > >>>>>>> > > >>>>>>> // Tell the framework it's time to remove the > > >> particle > > >>>>>> from the list > > >>>>>>> return false; > > >>>>>>> } > > >>>>>>> > > >>>>>>> // We still want this particle > > >>>>>>> return true; > > >>>>>>> } > > >>>>>>> > > >>>>>> > > >>>>> _______________________________________________ > > >>>>> To unsubscribe, edit your list preferences, or view the list > > >>>>> archives, > > >>>> please visit: > > >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >>>>> > > >>>>> > > >>>> > > >>>> _______________________________________________ > > >>>> To unsubscribe, edit your list preferences, or view the list > > >>>> archives, > > >>>> please visit: > > >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >>>> > > >>>> > > >>> > > >>> > > >>> -- > > >>> -Tony > > >>> _______________________________________________ > > >>> To unsubscribe, edit your list preferences, or view the list > > >>> archives, > > >> please visit: > > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >>> > > >>> > > >> > > >> _______________________________________________ > > >> To unsubscribe, edit your list preferences, or view the list > > >> archives, > > >> please visit: > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >> > > >> > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > -Tony > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ~Ryan ( skidz ) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders