[Mod/Patch] X3-Unleashed [RC2] [Aug-06-2010] - X3 Performance gains up to 38%

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Gavrushka
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Post by Gavrushka »

The improvement is quie startling! - I run a less than modern processor and I was struggling a little, now seemless...

Great Mod.... Now if you could do an XTC version... :)
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mim525
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Post by mim525 »

aarrgh this is getting annoying unleased isnt working ive got the no civilians mode and theres still civilians and traffic and ive added the mod as a fake patch :evil: :evil: :evil: btw the terran economic stimulus doesnt affect it does it?
dougeye
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Post by dougeye »

make sure unleashed is the last fake patch in the list (if you have numbered it eg 20.cat 20.dat
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builder680
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Post by builder680 »

mim525 wrote:aarrgh this is getting annoying unleased isnt working ive got the no civilians mode and theres still civilians and traffic and ive added the mod as a fake patch :evil: :evil: :evil: btw the terran economic stimulus doesnt affect it does it?
Relax. I had the same question when I installed this mod. It may take a few "in-game" days for all Civilians to disappear. As long as you installed it correctly, it just needs some time.
Starlight_Corporation
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Post by Starlight_Corporation »

mim525 wrote:aarrgh this is getting annoying unleased isnt working ive got the no civilians mode and theres still civilians and traffic and ive added the mod as a fake patch :evil: :evil: :evil: btw the terran economic stimulus doesnt affect it does it?
Remember that the civilians don't vanish immediatly once you installed this as the OP stated they will gradually vanish over time, number of flights should also gradually decline till the lower numbers have been reached. This is for an existing game. For a freshly started game they should be gone/reduced from start.
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mim525
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Post by mim525 »

i installed this mod a week ago and theres still no reduction in flights :( and when i start a new game the civilians show up as there ship class not the little dot
dougeye
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Post by dougeye »

1 ) as i said above make sure its the last fake patch

2 ) if you run any other scripts or mods that effect .jobs files in the types folder they will cause conflict.
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HotSake
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Post by HotSake »

If Terran Economic Stimulus is also a Jobs patch (which it sounds like - it adds trading jobs to Terran space, right?) then you can only have one or the other until someone merges them. Whichever patch has the higher number will override the other.
dougeye
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Post by dougeye »

just wondered is there a way for this mod to work without gaining the ***modified tag*** i normally play modded games and this mod works great but im feeling like playing vanilla just to get some steam achievments lol and a bit of challenge of course but would like some decent fps.
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Devilize
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Post by Devilize »

Can i get an estimate on how many hours i would have to play ingame to see a noticeable difference in reduction of ships/civilians. I currently have the mod installed for no civs, however, ive played last night when i installed it for about 4 or 5 hours and seen no noticeable reduction in civ ships or such. I used argon prime as my go to as it easily has one of the most populated sectors and would be real easy to notice any real reduction in that area.

For testing purposed I started a new game to see the immediate effect and it seemed to be working just fine with an incredible hike in performance and no civs. I'm using an AMD Phenom II Black Edition x4 3.4 ghz - with a default game my fps in argon prime from start was about 50 fps. With this installment I was pushing upwards of 80 fps.

I think this performance boost is due in part to the fact that my current graphics card ati 5870 is only being tapped into 25 % of its resources and for the most part just sits on its ass doing nothing during this game.

Anyways I'll be playing more today to see if it reduces anymore but if anyone could give me a good estimate that would help.
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vkerinav
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Post by vkerinav »

Devilize wrote:Can i get an estimate on how many hours i would have to play ingame to see a noticeable difference in reduction of ships/civilians. I currently have the mod installed for no civs, however, ive played last night when i installed it for about 4 or 5 hours and seen no noticeable reduction in civ ships or such. I used argon prime as my go to as it easily has one of the most populated sectors and would be real easy to notice any real reduction in that area.

For testing purposed I started a new game to see the immediate effect and it seemed to be working just fine with an incredible hike in performance and no civs. I'm using an AMD Phenom II Black Edition x4 3.4 ghz - with a default game my fps in argon prime from start was about 50 fps. With this installment I was pushing upwards of 80 fps.

I think this performance boost is due in part to the fact that my current graphics card ati 5870 is only being tapped into 25 % of its resources and for the most part just sits on its ass doing nothing during this game.

Anyways I'll be playing more today to see if it reduces anymore but if anyone could give me a good estimate that would help.
X3TC is not multi-threaded. Only one core is relevant. The CPU tends to be limiter, not the graphics card.

An estimate is a difficult thing to give. As ships are destroyed, they will not be replaced, until it falls below the maximum. How fast this happens depends upon the universe. It could easily take a game day, but you should certainly notice a gradual improvement.
Devilize
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Post by Devilize »

I was under the impression that once the ships are done with their run script they would disappear into oblivion till the threshold reaches a certain lvl of ships. (with reference to a saved game)

Can someone confirm that this method actually works, I've been playing for some days now with this patch, no i have no mods that alter the job.txt, and I have seen no improvement or change in the lvls of civilian ships.

Again, this works just fine in a new game but my save games has had about 20 hours of game time since the install of this mod with no change to the lvls of civ ships or any other lvls for that matter. Infact, some areas have gradually dropped in fps due to increased traffic.

I just want to know if this is just in theory or if someone has tried it and it truly works, as far as i'm aware the only people talking about it working in saved games are ones that are just theorizing.

If the ships have to be destroyed for them to disappear that will take a very long time.

How long is a game day?
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Devilize
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Post by Devilize »

since its been a week since my last post I guess I'm correct in saying that no one has actually used this mod in mid game and seen all their civ ships disappear over time.
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Mowen
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Post by Mowen »

Is Unleashed RC2 compatible with the latest TC v3.1.1 ?
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yashamalu
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Post by yashamalu »

Nice mod! Great for old machines like mines. Unfortunately the link of the latest SRM version has failed, think you can offer a new one? Thanks in advance!
X-Reider
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Post by X-Reider »

Is Unleashed RC2 compatible with the latest TC v3.1\v3.1.1? Please!
:roll:
Lian
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Post by Lian »

First of all, amazing mod! Thank you verry much for this.
But, is there any way to make this work with XRM?
I am curently using X-Unleashed with SRM and CMOD 4 and works just fine but judging by the description of XRM, unleashed will conflict with the jobs file. Having the two of them in some way would be great as SRM and CMOD4 will slowly get discontinued as single mods ( i think ) and we will be left with nothing but XRM.
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Jaga_Telesin
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Post by Jaga_Telesin »

Back for a little bit and in the process of updating this for TC v3.2a. Suggestions on tweaks are welcome. No plans for converting for use with X3:AP at this time, though if anyone is interested I can PM them details on how to do so. I own AP, but my short foray into it was lackluster and not as satisfying as I'd hoped, so back to the more robust TC it is.

I have a bit of a different testing method this time around as well, which while less empirical is also much easier to perform and produces immediate quantifiable results.

If anyone has extensive experience with the RC2 candidate from Aug'10 and wants to contribute their thoughts, I'm all ears. Going to be playing a heavily modified X3:TC game with this myself.
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DrBullwinkle
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Post by DrBullwinkle »

Jaga_Telesin wrote:If anyone has extensive experience with the RC2 candidate from Aug'10 and wants to contribute their thoughts, I'm all ears.
I love both Unleashed and Ulfius's Hard Mode and Xtreme Mode Jobs (Scroll down the page in the link). I could not choose between them so I combined them. I did a quick-and-dirty job, but it would be terrific if you made a combined combat-and-performance jobs file.

There is room for improvement on the combat end, as well, if you are interested in that.


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Jaga_Telesin
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Post by Jaga_Telesin »

Thanks for chiming in DrBullwinkle.

Might do merges with other stuff, might not. Depends on how long I'm "in the neighborhood" for some TC this time around. Doing differential comparisons on large files and then merging the diffs you understand can take a very long time, so we'll see how it goes. An automatic merge would work, but would undoubtedly mangle the jobs in some unforeseen way.

I was more than a little disappointed with AP - the vanilla version is still just as badly broken as TC in my opinion, and with less modders around to update their TC work for it, it is less enjoyable than a fully-modded TC. Depending on the number of changes from a vanilla TC game, an AP version of Unleashed *could* be done, but I think with the large number of mission changes it would reflect similarly on the Jobs and JobWings files, and make it rather cumbersome to do. Again - we'll see.

I'll probably have a "Unleashed 1.0 w/Civilians" Jobs and JobWings up today or tomorrow for those interested. Might Cat/Dat it, might just leave the .txt files loose-leaf for testing.

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