[MOD]DeadAir Mods

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DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

jcdj wrote: Tue, 31. Mar 20, 20:32
DeadAirRT wrote: Tue, 31. Mar 20, 19:58 I'm currently in the process of going through everything right now for split. I should have updates out today in a couple of hours.
Cool.Your mod is the last one Im waiting for to start my new game.
Oh now i feel bad. The good news is that a lot of work is done. The bad news is I'm still working hard lol.
jcdj
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Re: [MOD]DeadAir Mods

Post by jcdj »

DeadAirRT wrote: Wed, 1. Apr 20, 01:26
jcdj wrote: Tue, 31. Mar 20, 20:32
DeadAirRT wrote: Tue, 31. Mar 20, 19:58 I'm currently in the process of going through everything right now for split. I should have updates out today in a couple of hours.
Cool.Your mod is the last one Im waiting for to start my new game.
Oh now i feel bad. The good news is that a lot of work is done. The bad news is I'm still working hard lol.
Oh dont worry I can wait, the fact that you are working hard is enough. Hope it's ready tomorrow.
LordDeTracy
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Re: [MOD]DeadAir Mods

Post by LordDeTracy »

thank you thank you!
lordofpie7000
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Re: [MOD]DeadAir Mods

Post by lordofpie7000 »

Don't feel bad, a lot of us are just really excited about your work!
DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

lordofpie7000 wrote: Wed, 1. Apr 20, 03:32 Don't feel bad, a lot of us are just really excited about your work!
It's very close to completion. I do have some news that some people may not like.

I incorporated supplement, jobs, god, and map into one mod. Why? This allows me to maintain fewer versions of diffs that are starting to get more difficult as the complexity increases. Benefits for users? I will now be able to easily create and maintain a lower cpu stressing version (since I think the 184 total sectors may cause enough) 8)

Currently finishing up on making buccaneers and fallen split into real economy based factions then bug testing.
lordofpie7000
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Re: [MOD]DeadAir Mods

Post by lordofpie7000 »

DeadAirRT wrote: Wed, 1. Apr 20, 05:26
lordofpie7000 wrote: Wed, 1. Apr 20, 03:32 Don't feel bad, a lot of us are just really excited about your work!
It's very close to completion. I do have some news that some people may not like.

I incorporated supplement, jobs, god, and map into one mod. Why? This allows me to maintain fewer versions of diffs that are starting to get more difficult as the complexity increases. Benefits for users? I will now be able to easily create and maintain a lower cpu stressing version (since I think the 184 total sectors may cause enough) 8)

Currently finishing up on making buccaneers and fallen split into real economy based factions then bug testing.
While I am a big fan of things being modular I also believe that performance takes precedence. That being said, do you foresee that causing any issues in terms of compatibility with other mods?

My god though, 184 sectors? My levels of hype are reaching unsafe levels.
DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

The only real portion of my mod that isn't very friendly is the jobs. It would undo anything loaded before it. Simple fix is to have them load after by changing folder name or adding dependency.
jcdj
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Re: [MOD]DeadAir Mods

Post by jcdj »

DeadAirRT wrote: Wed, 1. Apr 20, 08:58 The only real portion of my mod that isn't very friendly is the jobs. It would undo anything loaded before it. Simple fix is to have them load after by changing folder name or adding dependency.
Hi, I'm one of those with performance issues so I have some questions.
Is changing the folder name enough to not load jobs module?
Does "Faction Fixes" modules causes any performance issues?
I think supplement also causes some lag in low end machines. Can this be possible?
Can any of these modules affect battle performance or maybe that is because Im using VRO? God adds more factories if I understood correctly so I thought this could causes problems.
Does this version really increases performance?

I know there are a lot of questions, but my previous game had all of your modules included, and despite I love them I've got my fps destroyed. So I want to start this new game with the best performance I can.

Ty
DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

jcdj wrote: Wed, 1. Apr 20, 09:17
DeadAirRT wrote: Wed, 1. Apr 20, 08:58 The only real portion of my mod that isn't very friendly is the jobs. It would undo anything loaded before it. Simple fix is to have them load after by changing folder name or adding dependency.
Hi, I'm one of those with performance issues so I have some questions.
Is changing the folder name enough to not load jobs module?
Does "Faction Fixes" modules causes any performance issues?
I think supplement also causes some lag in low end machines. Can this be possible?
Can any of these modules affect battle performance or maybe that is because Im using VRO? God adds more factories if I understood correctly so I thought this could causes problems.
Does this version really increases performance?

I know there are a lot of questions, but my previous game had all of your modules included, and despite I love them I've got my fps destroyed. So I want to start this new game with the best performance I can.

Ty
The performance hit is from the increased number of ships and faction logic running. I just finished getting an almost completely clean debug log (it has some issues with split_story) but I will work it more after some sleep. I will post a version tomorrow that will reduce the ship count possible total that should only affect factions ability to expand (but will greatly help performance on mid to low range machines).

There is a version uploaded to my git currently with very minimal testing (as in I just spent 19 hours writing all the code and only checked for debug)
DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

Spoiler
Show
Image
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Off to bed.
jcdj
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Re: [MOD]DeadAir Mods

Post by jcdj »

DeadAirRT wrote: Wed, 1. Apr 20, 11:18
Spoiler
Show
Image
Image
Image
Image
Off to bed.
Oh, now Im hyped, you really are doing a good work.
jcdj
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Joined: Wed, 18. Mar 20, 19:25
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Re: [MOD]DeadAir Mods

Post by jcdj »

DeadAirRT wrote: Wed, 1. Apr 20, 11:15 The performance hit is from the increased number of ships and faction logic running. I just finished getting an almost completely clean debug log (it has some issues with split_story) but I will work it more after some sleep. I will post a version tomorrow that will reduce the ship count possible total that should only affect factions ability to expand (but will greatly help performance on mid to low range machines).

There is a version uploaded to my git currently with very minimal testing (as in I just spent 19 hours writing all the code and only checked for debug)
I couldnt understand something. Are you going to release another version that is more performance friendly, and appart from that how can I disable now supplement and jobs? Even if I like them I want the best performance possible. Ty.
Sirilius
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Re: [MOD]DeadAir Mods

Post by Sirilius »

Is the DeadAirGate overhaul friendly with the new storyline? (Something to do with th HAT, I haven't actually played it fully yet)
DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

Sirilius wrote: Wed, 1. Apr 20, 15:22 Is the DeadAirGate overhaul friendly with the new storyline? (Something to do with th HAT, I haven't actually played it fully yet)
At this point, i have no clue to be honest.
DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

jcdj wrote: Wed, 1. Apr 20, 13:45
DeadAirRT wrote: Wed, 1. Apr 20, 11:15 The performance hit is from the increased number of ships and faction logic running. I just finished getting an almost completely clean debug log (it has some issues with split_story) but I will work it more after some sleep. I will post a version tomorrow that will reduce the ship count possible total that should only affect factions ability to expand (but will greatly help performance on mid to low range machines).

There is a version uploaded to my git currently with very minimal testing (as in I just spent 19 hours writing all the code and only checked for debug)
I couldnt understand something. Are you going to release another version that is more performance friendly, and appart from that how can I disable now supplement and jobs? Even if I like them I want the best performance possible. Ty.
Sadly, there is no way to disable supplement and jobs which are now fully integrated. The universe would not function without them due to how many sectors there are, and the fact that egosoft hard codes sectors and zones in their files.

I will release a version that will be more performance friendly but it's hard for me to properly test since i have a high end rig that doesn't experience any notable performance issues.
lordofpie7000
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Re: [MOD]DeadAir Mods

Post by lordofpie7000 »

DeadAirRT wrote: Wed, 1. Apr 20, 17:37
jcdj wrote: Wed, 1. Apr 20, 13:45
DeadAirRT wrote: Wed, 1. Apr 20, 11:15 The performance hit is from the increased number of ships and faction logic running. I just finished getting an almost completely clean debug log (it has some issues with split_story) but I will work it more after some sleep. I will post a version tomorrow that will reduce the ship count possible total that should only affect factions ability to expand (but will greatly help performance on mid to low range machines).

There is a version uploaded to my git currently with very minimal testing (as in I just spent 19 hours writing all the code and only checked for debug)
I couldnt understand something. Are you going to release another version that is more performance friendly, and appart from that how can I disable now supplement and jobs? Even if I like them I want the best performance possible. Ty.
Sadly, there is no way to disable supplement and jobs which are now fully integrated. The universe would not function without them due to how many sectors there are, and the fact that egosoft hard codes sectors and zones in their files.

I will release a version that will be more performance friendly but it's hard for me to properly test since i have a high end rig that doesn't experience any notable performance issues.
How much ram, and at what speed, do you have? As well as graphics card. If you don't mind me asking. Want to compare my specs, though i'm already pretty sure having only 16gb of ram is the culprit.
jcdj
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Joined: Wed, 18. Mar 20, 19:25
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Re: [MOD]DeadAir Mods

Post by jcdj »

lordofpie7000 wrote: Wed, 1. Apr 20, 18:16 How much ram, and at what speed, do you have? As well as graphics card. If you don't mind me asking. Want to compare my specs, though i'm already pretty sure having only 16gb of ram is the culprit.
Hi, if you also want to know, my graphic card its a GTX 1060 6gb but the Cpu its a I5 4690 3.5GHz, thas my bottleneck. 12 GB of RAM. Usually X4 consumes around 80% of my RAM but as I said I think the game is so CPU bound.
Last edited by jcdj on Wed, 1. Apr 20, 18:37, edited 1 time in total.
jcdj
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Re: [MOD]DeadAir Mods

Post by jcdj »

DeadAirRT wrote: Wed, 1. Apr 20, 17:37 Sadly, there is no way to disable supplement and jobs which are now fully integrated. The universe would not function without them due to how many sectors there are, and the fact that egosoft hard codes sectors and zones in their files.

I will release a version that will be more performance friendly but it's hard for me to properly test since i have a high end rig that doesn't experience any notable performance issues.
Well, thats a pitty, then I will wait for your performance friendly version and try to play it unless it is humanly impossible. Let me know when its uploaded :D.
Last edited by jcdj on Wed, 1. Apr 20, 18:32, edited 1 time in total.
DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

I'm running an i9 9900k, 2080ti, 64gb ddr4 3200
lordofpie7000
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Re: [MOD]DeadAir Mods

Post by lordofpie7000 »

DeadAirRT wrote: Wed, 1. Apr 20, 18:32 I'm running an i9 9900k, 2080ti, 64gb ddr4 3200
Thank you for sharing, this helps me a lot in terms of what I may need to replace or add.

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