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cw4:cpack:vpac_wiki_page [2023/12/29 14:40] – [AIR] Swapped SAM and TCML order. Vertucw4:cpack:vpac_wiki_page [2024/02/05 11:25] (current) – [Road Map] Updated Vertu
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 === "Standard" === === "Standard" ===
   * [[cw4:cmod:docs:ecd497fe-f8ad-4bdf-9027-9adbb4ff7190|Fighter Drone (V's Skirmish Units P)]]   * [[cw4:cmod:docs:ecd497fe-f8ad-4bdf-9027-9adbb4ff7190|Fighter Drone (V's Skirmish Units P)]]
 +  * [[NOT_DEFINED|Hover Tank (Corporate Pack Vertu)]]
 +  * [[NOT_DEFINED|Ceiling Cannon (Corporate Pack Vertu)]]
 +  * [[NOT_DEFINED|Ceiling Auto Cannon (Corporate Pack Vertu)]]
 +  * [[NOT_DEFINED|Ceiling Laser (Corporate Pack Vertu)]]
 +  * [[NOT_DEFINED|V-Nullifier (V-Blasters)]]
 === Ultra Heavy === === Ultra Heavy ===
   * [[cw4:cmod:docs:26de30e2-42ea-4d3b-bfdd-b0de80e589b0|SML - Strategic Missile Launcher]]   * [[cw4:cmod:docs:26de30e2-42ea-4d3b-bfdd-b0de80e589b0|SML - Strategic Missile Launcher]]
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 ===== VPAC performance information ===== ===== VPAC performance information =====
-Performance is a very high concern for this custom gamemode. Although it is somewhat renowned for being very laggy, it is actually more performance efficient than normal PAC and LPAC. I (Vertu) even helped optimize the more updated LPAC, (most directly, its rebuild script). VPAC however is still more performance efficient based on my very limited insight.+Performance is a very high concern for this custom gamemode. Although it is somewhat notorious for being very laggy, it is actually more performance efficient than normal PAC and LPAC. I (Vertu) even helped optimize the more updated LPAC, (most directly, its rebuild script). VPAC however is still more performance efficient based on my very limited insight. Creeper World 4 has quite a harsh performance limit for custom assets when they make the majority of a map.
  
-Forget the idea that VPAC is laggy. Forget that it is unoptimized. It is by far the most performance efficient custom gamemode out there with vailla CW4 being the only thing more efficient. By FAR the MAIN source of performance issue in VPAC maps was NOT the VPAC CPACKs! (At least now in present times)It was the custom enemy units added and only them. +Anyways, forget the idea that VPAC is laggy. Forget that it is unoptimized. It is very likely a scapegoat. It is by far the most performance efficient custom gamemode out there. By FAR the MAIN source of performance issue in VPAC maps was NOT custom assets but the prospect of creating a game within a game, something I learned in my particle fleet recreation in CW4CW4 was not intended to have a modding capacity large enough to recreate games with, which is perfectly understandable. Older VPAC maps however did have performance fires which in modern times have been addressed and VPAC as of phase yellow now focuses on squeezing as much from the limited resources the game allocates for custom assets.
- +
-:NOTE: The below is temporary and will be replaced in the future.\\ +
-The [[cw4:cmod:docs:d91dbe48-8f28-46df-ad24-ed2217d965af|Blaster]] used to (long ago) spam LOS refreshes, the old Flare RL (replaced by [[cw4:cmod:docs:0180bc05-23e5-4a48-b189-a3d8befe9322|Rocket Launcher V]]) conducted complex mathematics constantly, and every custom enemy tower that could shoot at Creeper in a limited range constantly SPAMMED the search for targetable Creeper where there would typically be 50+ of them doing this every frame, all at the same time. If there was 100 custom enemy tower units on the map that could shoot Creeper in a limited range, that would be 3,000 calls for the moderately expensive API [[4rpl:commands:findunitenemy|FindUnitEnemy]] per second, all the time, scanning each cell within each unit's range for targetable Creeper. Lets say each of those units had a range of 20. Each unit scanned about 200 cells for Creeper to shoot at. Tally it up and we get 600,000 checks a second. +
- +
-The war against lag has been reinitiated. The map VPAC Complex Decommissioning has started it again and all future maps should be vastly more performance efficient than even that very map.+
  
 ==== Major performance milestone versions ==== ==== Major performance milestone versions ====
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   * <color #00FFFF>v2.X.X.X</color> - Rebuild made indescribably more efficient. Flare RL replaced by vastly more optimized [[cw4:cmod:docs:0180bc05-23e5-4a48-b189-a3d8befe9322|Rocket Launcher V]].   * <color #00FFFF>v2.X.X.X</color> - Rebuild made indescribably more efficient. Flare RL replaced by vastly more optimized [[cw4:cmod:docs:0180bc05-23e5-4a48-b189-a3d8befe9322|Rocket Launcher V]].
   * <color #00FFFF>v2.8.0.2</color> - Various custom units no longer spam [[4rpl:commands:findunitenemy|FindUnitEnemy]] if unable to find Creeper to target. (Made to be far less performance taxing when idle).   * <color #00FFFF>v2.8.0.2</color> - Various custom units no longer spam [[4rpl:commands:findunitenemy|FindUnitEnemy]] if unable to find Creeper to target. (Made to be far less performance taxing when idle).
 +  * <color #00FFFF>v2.12.0.0</color> Beginning of rendering optimizations of models by rendering objects invisible when the camera is far away. Future unit models will have this considered to ensure effective utilization.
  
 ==== CW4 Computer Resource Use ==== ==== CW4 Computer Resource Use ====
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     * TI 10 - Singularity Weapon of the [[cw4:cmod:docs:05b746db-9ccf-484c-9a5f-5cd3d49a844f|Nexus]].     * TI 10 - Singularity Weapon of the [[cw4:cmod:docs:05b746db-9ccf-484c-9a5f-5cd3d49a844f|Nexus]].
     * TI 11 - Introduction of player-applied [[cw4:cmod:docs:27ac8ff9-cc9a-4215-9f3f-d11431b5176d|Invader Emitters]].     * TI 11 - Introduction of player-applied [[cw4:cmod:docs:27ac8ff9-cc9a-4215-9f3f-d11431b5176d|Invader Emitters]].
-    * TI 12-XY - TBD+    * TI 12 - Working around void terrain. 
 +    * TI 13 - INTO THE OCEAN WE GO! 
 +    * TI 14-XY - TBD
  
 ====== Road Map ====== ====== Road Map ======
   - <color #00FF00>**Completed! (Effectively)**</color> Fix things that break and add misc-things (general maintenance and refinements).   - <color #00FF00>**Completed! (Effectively)**</color> Fix things that break and add misc-things (general maintenance and refinements).
-  - <color #FF0000>**Effectively abandoned.**</color> Add different types of starts other than landing Emitters. <color #FFFF00>The Invader Emitter start is very versatile and this is VPACVertu's Play As CREEPER. Everything depends on the presence of Creeper. It is not all too interesting to provide alternative methods when starting emission is so essential and integral to the gameplay. A start that deviates from starting emission entirely would remove the C in VPAC.</color> +  - <color #00FF00>**Completed.**</color> Invader Emitters can now deploy any unitdiversifying VPAC starts
-  - Add more enemy units. Currently we have the swarm tactic [[cw4:cmod:docs:ecd497fe-f8ad-4bdf-9027-9adbb4ff7190|Fighter Drone]] and medium class [[DNE|Hover Tank]].+  - Add more enemy units. Currently we have the swarm tactic [[cw4:cmod:docs:ecd497fe-f8ad-4bdf-9027-9adbb4ff7190|Fighter Drone]]medium class [[DNE|Hover Tank]], and heavy class [[DNE|V-Nullifier]].
   - Add the Battle Drone. A flying [[cw4:cmod:docs:4d9edae8-aac2-43c7-863c-2c6667509497|Lancer]] that has more applicable firepower. Lancer is high fire rate, low damage. Battle Drone is low fire rate, high damage. Application TBD.   - Add the Battle Drone. A flying [[cw4:cmod:docs:4d9edae8-aac2-43c7-863c-2c6667509497|Lancer]] that has more applicable firepower. Lancer is high fire rate, low damage. Battle Drone is low fire rate, high damage. Application TBD.
  
cw4/cpack/vpac_wiki_page.1703878832.txt.gz · Last modified: 2023/12/29 14:40 by Vertu