Exploding ships disapearing and invisably piling up?

Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
posted on May 28th, 2009, 2:19 pm
Hi to the FO team, im new to the site and have been playing Fo for quite some time. I have a problem,  :crybaby: i dont know how to correct it if i can or not. In any area of the battlefield, where too many ships blow up in one space the game lags more and more untill the game finally stops and crashes out. Help please!! :(
posted on May 28th, 2009, 2:23 pm
I'd Upgrade the RAM on your computer, you probably run out of Ram to run the game, or 3D Graphic memory, or both. I'd upgrade both of those things. My suggestion is...

At least 2GB of RAM
A high quality Graphix card (quality is never cheap dude, so pull out you credit card)
posted on May 28th, 2009, 2:25 pm
i've got 2gb ram in my comp already but the graphics card could do with replacing thanks
posted on May 28th, 2009, 2:31 pm
//www.fleetops.net/component/option,com_smf/Itemid,3/topic,5216.msg87161/#msg87161

I think it's this bug.

which version is installed?
v 3.0.5 or 3.0.6
posted on May 28th, 2009, 2:39 pm
I have V3.0.6 installed mate
posted on May 28th, 2009, 2:43 pm
Last edited by Stan Wilkes on May 28th, 2009, 2:45 pm, edited 1 time in total.
okay,
the problem is-
when a ship is destroyed- an object for the explosion is created.
When the animation of this explosion ends, this object shoult be destroyed-removed.
But this doesn't work. So after 50 destroyed ships there are 50 objects left and that slows
your system.
You can't see these objects until you save and reload the game.

Then this objekts get one picture of the animation texture and you now can see them.

Try it you will see.
posted on May 28th, 2009, 2:47 pm
right thanks, now i understand why it happends this is the same prob as in the link you gave so hopefully it should be fixed in 3.0.7.
posted on May 28th, 2009, 2:56 pm
One post below you can read how i fixed it.
Then you will have no explosion effects but it works!
posted on May 29th, 2009, 5:33 pm
SO that's what it was... This problem has been annoying the hell out of me. I'm a fan of a good long 3-4 hour turtle games where im holed up in my little square (or two) in Nirvana. And looking at the wormholes after a while raped my frame rate. I thought it had to do with the After action battle reports thing in the admirals log. Guess, not... Is there any way to mitigate this issue?
posted on May 29th, 2009, 8:13 pm
I'm with HawkShark - a way to field-edit the way the explosions fade without deleting the .odf files containing the explosions would be very helpful until 3.0.7 comes out - my computer would be able to handle the game except for this one bug that, assuming it's not directly in the .exe itself, would be fairly easy to temporarily patch-over until .7 is released...as of now, the game is downright unplayable unless you simply rush your opponent, which is no fun.  Plus, the AI loves to spam with smaller craft for the whole game, which further compounds the problem.

Anyone?
posted on May 29th, 2009, 8:25 pm
I kept my 3.05a files and reverted back after I discovered the explosion memory bug. I too would love to have a temp patch/solution of 3.06 ...just like the ppl who were having oos issues got a PR patch(albeit for testing purposes) but still this bug is quite a bother...Btw I loved 3.06 but...dumb explosions made it unplayable after a while.
posted on June 7th, 2009, 3:21 pm
Completly agree, noticing the bug before playing it kind of puts me off playing it for a long time so i quit the game after 10 mins or so... >:(
posted on June 7th, 2009, 4:53 pm
Last edited by RYDERSTORM on June 7th, 2009, 5:57 pm, edited 1 time in total.
hey I might have a simplar solution inspired by a rare glitch in 3.05a that I found a workaround for......Ill re-install 3.06 and try it to see if it works.

Edit: 3.0.7 just came out after I posted this so this should fix the issue. So no need for this thread anylonger I hope.
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