It is difficult to explain the issues of Sins have without going into too much "technical detail" which some may not understand. The main problem is that Sins is an older generation 32 bit game. With a two gigabyte memory limit. This is nothing new. All 32 bit games have a 2 gig memory limit. However Sins is NOT like other 32 bit games. Most games have an ability to load their assets "on the fly", or only as needed. Some games can also unload assets that are not needed. This is how they prevent themselves from reaching the 2 gig limit. Some games have been patched to where they can use up to 4 gigs of ram on 64 bit systems.
Sins also can load only what is needed at game start up, but Sins does NOT unload what it does not use. Any assets that are loaded remain loaded throughout the entire game! If you use all three factions (Six in the case of Rebellion), Then Sins will load ALL of its game assets at start up. Entrenchment, and Diplomacy in some games loaded between 1.7 to 1.9 gigs worth of assets at game start up! Graphic settings, The size of the Map, and the amount of Players, or AI opponents also determine how much ram Sins will use in any given session.In 2006 when Sins was first conceived 32 bit Windows XP was the standard OS of the time. Single core CPU's were also still the standard. Though dual core CPU's were starting to become mainstream, and 2 gigs was considered to be "plenty" of memory. So most game developers at the time didn't have to worry about hitting that dreaded 2 gig brick wall. As time went on Computers, and Sins itself evolved into their present state which is now Rebellion, and soon to be Windows 10 running in multiple core 64 bit systems. With 16+ gigs of ram. Things have changed so much over the years. However Sins still remained the 32 bit game as it was designed in 2006. That uses only a single core of your CPU. With a two gigabyte hard coded memory limit. Sins WILL CRASH when the game reaches that 2 gig limit.There is some misunderstanding about the 2 gig crash issue. The dump happens when Sins reaches 2 gigs of Ram Usage. That means the ram that Sins uses by itself. NOT what your entire operating system, and/or other programs you are running combined uses. Only the ram that Sins uses. No matter how powerful your system is. If it is 32, or 64 bit, or if it is Windows XP, Vista, 7, 8, etc. etc. Sins WILL CRASH when it hits its 2 gig ram limit. It is hard coded into the game.Nobody was aware that this would be a major problem back when the game was first designed, because Sins was designed based on the hardware standards of 2006-2007. Before 64 bit OS's, Quad Core cpu's, and 4+ gig ram systems became the standard that they are now. There is nothing that can be done about it. Except to re-write Sins in 64 bit. Which is out of the question, because it is too cost prohibitive for the developers to do this (Ironclad said so themselves). Sins is a great game, and it is a shame that this is happening. With the Entrenchment, and Diplomacy expansions Ironclad had unintentionally pushed the game over its own hard coded limitations with all of the new added content.
Over the years as of the release of Diplomacy 1.3, and Rebellion. Stardock, and Ironclad did indeed fix all of the major game crashing issues of Sins. Using the fix's from This Project as a guide. However, NONE of these fix's ever made it into Entrenchment, or Original Sins! While the Stardock, and Ironclad developers have fixed most of these issues over years. They can not do anything to change the game itself short of reprogramming Sins over from scratch. The developers can do no more, but there is something that WE can do as modders to prevent Sins from hitting that dreaded 2 gig brick wall, and improve the performance of Sins "just a little bit more". I have taken the initiative, and applied to Sins what i have learned from my Homeworld Modding days. I present to you....
The goal of this project is to improve your Vanilla Sins gaming experience, and to eliminate the 2 gig crash issue. No changes will be made to Original Sins, or any of its Expansions in game play at all. No stat changes will be made. Nothing "new" will be added. There are other mods that can do that. Original Sins will remain Original Sins, and the Expansions will remain as they are. What we are doing is taking what game assets that Sins already has, and we are "optimizing" them to improve the performance, stability, and to moderate the ram usage in game. The side benefit will be that some lower end systems can enjoy almost the same gaming experience as the high end users do (Especially Laptop Users).The project initially started out as an idea to reduce the texture sizes, and poly counts of some models. Not just arbitrary reductions. The goal was to maintain the quality of Sins in game. To make it look as if nothing has been changed at all. We started with optimizations to the Planet's, and Skybox's, because they were the "worst offenders" as far as ram usage, and performance was concerned. Unfortunately my modeling skills left much to be desired in Softimage XSI at the time, and there were un-fixable mesh errors on the optimized planet meshes. Despite that the "proof of concept" was established. A lot of ram was saved, and there was a very noticeable increase in performance.Then we studied the Particle files, and Textures. Many of the particle textures in our opinion were way too high in resolution for the purpose that they served. A reduction in texture resolution by HALF showed no visible difference in game at all! There were some exceptions where the particle resolution reduction difference was very noticeable in game, and those textures were reverted back to their original resolutions. Remember the goal was NOT to reduce in game quality. Also all of the particle textures were changed from TGA format to DDS format, because DDS uses a little less memory, and is much more efficient, because DDS format loads directly into video memory. The particles can also utilize the mip mapping features of DDS format. Where TGA format does not. Therefore enhancing in game video performance (increased FPS). As of version 0.07 no TGA format textures load in TSOP. With the exceptions of the Mouse Cursors, and Scenario Pictures. This is due to those textures being controlled by the hard coded exe. When you change the texture format those textures do not show up in game.The developers mentioned something about a Memory Leak. I heard that a memory leak can be caused by a file searching for something over, and over again if it is not there. Example a mesh file calling for a texture that does not exist. Vanilla Sins had MANY particle, and mesh files that had that issue. We removed all of the entries that pointed to non existent textures in the mesh, and particle files. We also removed the entries that have lines like for example "C;\g\main\datasource\textures\effects\aura4.dds", and just used "aura4.dds". This will default the search to Sins, or the Mods "Textures" folder, and speed things up a bit. Also various typo's were corrected in some mesh, and particle files. Some ships had mesh nulls that were Miss-Labeled. For example the Akkan had nulls, and flairs that were miss-labeled. The engine trails, and flairs didnt show up in game. the Marza was missing its bomb nulls. etc. etc. All of this has been corrected as well. If there is a ships mesh file in the mods "Mesh" folder then it had something wrong with it that was fixed. The Soundata, and Galaxydef files had errors too. Regardless if any of these issues caused any memory leaks, or not these issues MUST be fixed! (and they were as of Diplomacy 1.3, but NOT for Original Sins, or Entrenchment).After the Meshes, Particles, Textures, and the User Interface were optimized, and the very obvious issues were fixed there was a tremendous boost in game performance. Sins ram usage was greatly reduced. As of TSOP 0.07 I could run a game of Entrenchment, or Diplomacy ALL DAY, and I NEVER used more than 1.5 gigs of ram! This was using Maximum Settings. Including Bloom enabled. Tested on Huge Random Multi Star maps with 9 AI's. The 2 gig crash problem has been solved! Our primary goal with this project has been achieved! Without having to use any external memory increasing programs! Stardock, and Ironclad took notice, and they used TSOP as a guide in the Diplomacy 1.3 patch, and for developing Rebellion.Now that the Stardock, and Ironclad have fixed the issues of the game as of Diplomacy 1.3, and Rebellion. TSOP has been focusing more on Original Sins, and Entrenchment. Since the Ironclad/Stardock fixes never made it into Original Sins, or Entrenchment. However, That is not stopping us from optimizing Diplomacy, or Rebellion "just a little bit more" You can also use Large Address Aware to give Sins an extra gig to play with, but in vanilla Original Sins, and Entrenchment the Endless Search Loop issues that were never fixed will cause the game to eventually go over that extra gig (Run vanilla Entrenchment, and watch your ram usage keep going up, and up, and up). TSOP is a solution that will stop that issue.
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Downloads
The Sins Optimization Project v1.0
For Original Sins 1.195
For Entrenchment 1.055
For Diplomacy 1.37
Stardock, and Ironclad fixed all of the issues that compelled us to make TSOP. Therefore there is no TSOP for Diplomacy
For Rebellion 1.82
As with Diplomacy, Stardock, and Ironclad fixed all of the issues that TSOP pointed out, and then some in the case of Rebellion. Sins: Rebellion is as optimized as any Sins game is going to get.
NOTE: TSOP 0.07 is still hosted on ModDB, and it still works in the current versions of Trinity (OS, E, and D), but you will be playing as if Sins was patched to an older version of the game. Plus some Icons and Buttons wont be visible.
Changes in TSOP 1.0
TSOP 1.0 updated to the latest versions of Original Sins, and Entrenchment.
The User Interface is completely overhauled to use pure DDS format.
Trade Ships, Strike Craft, Mines, and Constructor Unit Meshes, and Textures are Optimized.
Starbase Textures are optimized mimicking the Stardock Rebellion Optimizations.
Sounds, and Music are optimized.
All TGA format Textures are replaced with DDS format, and TSOP "force" loads them. The only TGA textures that remain are the Mouse Cursers, and Scenario Pictures. This is due to hard code in the EXE.
"Strategic Texture Reductions" for the Particles return using newer methods to create a better looking texture.
(Original Sins, and Entrenchment) Many Mesh Null issues, and various File Errors were corrected, and Unnecessary Text Entry's were removed in both the Mesh, and Particle files. Entry's pointing to Non Existent Textures in both the mesh, and particle files removed. See the various "Fixed Files" texts in the mods Read Me for details.
(Original Sins, and Entrenchment) The Diplomacy 1.3 graphic fix's have been incorporated into the Original Sins, and Entrenchment versions of TSOP (Pipeline Effects, "White Line" error fix, and Corrected Mesh files).
TSOP 1.0 for Trinity will see the return of Optimized Planets using the planet meshes from Rebellion! but with our Optimized Original Sins Textures!
There will be no version of TSOP made for Diplomacy, or Rebellion, because there is no need for it. Only Original Sins, and Entrenchment need TSOP, because the 2 gig issue, and various other issues were never fixed in those two versions of the game.
This is the FINAL version of TSOP that i will make. If the community wants to take over the project they are more than welcome to.
Community input, and contributions are more than welcome, and they are encouraged! This is a Community Project! All can pitch in!
Note: TSOP does not fix the known issue of "Late Game Lag". It does help prolong the lag until further into the game in some cases, but sooner, or later the lag will happen. The late game lag issue is a CPU issue due to the fact that Sins (including Rebellion) is optimized to use only single core processors. Therefore Sins will use only one core in multi core CPU's. To help with the late game lag issue we recommend the following:
Playing on smaller maps.
Using fewer AI opponents.
Disabling the Trade Ship icons (this actually helps out a lot)
Stacking the icons in the empire tree (same as with disabling trade ship icons the less icons rendered the better).
Using a Strike Craft Reduction mod (The many strike craft in the game are a big CPU hog. There are some good strike craft mods that reduce the number, but maintain the balance. Search for them).
You do not need to download all versions of TSOP. You only need to download the version of TSOP for the specific version of Sins you wish to play. The Retail version of Trinity is just all three versions of Sins bundled into one package. Installation for Trinity versions of Sins are no different than if you purchased each version of Sins separately.
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Other mods are more than welcome to use TSOP. No questions asked! In fact we encourage it! Learn from it! Use it as guide, and an example! Merge it into your projects!
TSOP is intended to be a Stand Alone mod. Run with no other mods enabled. There are issues enabling TSOP with other mods. Enabling with other "Graphic Enhancement" mods is NOT recommended, because the graphic enhancement mod will defeat the entire purpose of TSOP. All of our optimized files will be overridden by that enhancement mods "enhanced" files. Increasing your ram usage instead of decreasing it. Some enhancement mods like Distant Stars are incorporating elements of TSOP into their future updates.
Read the included READ ME text's for installation instructions.
Stress,
I am working on optimizing the planet textures and clouds if you are interested to add them to the mod.
Also, I did you optimize stock particle effects, or modded ones like Bailknight's? Just curious.
Thanks for all your hard work on this and the SOA2 mod. Awesome work!
DANMAN
Thomson your idea about the sounds is certainly worth trying. I use goldwave to edit ogg files, but the SoA 2 mod had issues with sounds only coming out of one channel. So i stopped screwing with it.
Danman the everything in the optimization project is 100% pure Vanilla Sins (but better). No mod files are in it. Most of what i did was reduce the size of the some particle textures that were ridiculously big. The rest just needed a simple conversion to DDS format.
I will rework the planet textures, because i know i can do a better job with them. What is in here now are just "quick, and dirty" textures.
A very good then. Well, if you still need help with planets, let me know as they are my specialty. I made some of the ones in Sins Plus, all the stuff I added in Solar Sins, and several others. Just to let you know I am serious. Anything that I, or the DMG team to help this project along, please let us know. Also if you need anything for SOA2, just say the word.
Best of luck with this,and great work.
Event sounds in mono but music can be stereo.
I batch converted all my stereo wavs to mono oggs in a few minutes with WavePad trial version.
The question is does converting the event sounds to mono help with the occasional skipping, and popping that happens when you zoom really close to a ship?
Danman I need more help with the new skybox mesh than anything right now. Its tangents are pretty messed up, and i cant seem to find a way to fix them. I am not that experienced in XSI. 3dsmax is my weapon of choice. So if you want to take a look at it i can send you the 3ds, and xsi scene for that mesh.
If I had such skills I would help. Audacity also allows OGG importing and exporting fyi. Unfortuantely I am working night and day starting in a few days here (for about two months).
Along this same line as the mod for those having performance hits.. I had swapped memory in my pc to get some others going and after doing so, hadn't tinkered with my page file in XP. Today I doubled the minimum aize in my pagefile (I have the memory for it) and Sins loads and runs more than twice as fast. Duh.
Sorry, never had issues with sound, but all the sounds I made from stereo wavs only played on 1 channel like in your mod. As soon as I converted to mono they were fine.
I can see lowering the bitrate quality on the sounds helping and can batch convert anything you need to whatever format you like.
SoaSE Default Sound Properties
Average bitrate: 132 kbps
Nominal bitrate: 128 kbps
Max bitrate: 128 kbps
Min bitrate: 128 kbps
Channels: 1
Sampling rate: 44100 Hz
Compare 1 file I converted now half size
Test-org.ogg (play file) 48 KB Test-1.ogg (play file) 23 KB
or maybe just a 25% cut in quality instead of 50%. I can hear a little s-ing in test 1
That's probably the Vasari
Without touch the channel... just lower the sample rate from 44100hz ( full digital CD ) to 22050hz ( high quality FM stereo )... the test file go from 2.5mb to 1.1mb... this is a 66% reduction... there is some very very little loose of quality in the extreme bass and high tone but it is very difficult to ear it, same on my 7.1 + 2HQ sound system... if it was a very high quality orchestral music who was used in sins, the difference in quality will be more easy to detect... for voice only, quality can be lower to a 8000hz sample rate, a 11025hz will allow more that 75% spare and keep good voice quality...
For tools, i use "soundKonverter", one of the numerous sound tools from the Linux KDE desktop... batch convertion is not a good idea... for the best optimisation, it is needed to make it file by file... same thing that with video... by example, for cartoon, i use special filter who remove noise, detect color edges, etc... in audio, you cannot compresssound coming from a tape, vinyl or cd in the same way... voice is not compressed in the same way that music... a synthetic music cannot be compressed in the same way, that a orchestral record with a bunch of harmonic...
A sample below... first the original file :
http://www.love-from-russia.be/Advent_1_44100.ogg ( 2.5 mb )
and these with a lower sample rate :
http://www.love-from-russia.be/Advent_1_22050.ogg ( 1.1 mb )
... both remain stereo...
Last sins version use 218mb for sound... it mean that around 122 mb of memory use can be spared, maybe more !!! Ent have only 5mb sound, not really worthy the job... same thing with Diplomacy
About texture, a other way is possible for spare around 33% of RAM without any change in quality...
A lot of model use for team color and bloom ( alpha cl and alpha da ) only black and white when dds dxt5 format use a 256 level for these... dxt5 reach a 4x compression level... the nm map use the alpha and the red channel...
A way can be to use the two unused channel in the nm map for the team color and bloom... and have the cl and da without alpha, compressed in dxt1 who allow a 8x compression level... of course, some of the shader code will need to be rewrite since the "data" are stored in a different texture map... will be a huge work, similar to these when sins have move from 1.05 to 1.1...
Best to wait until Stardock/Ironclad stop all support to sins ( no more patch ) else it is possible that the huge work need to be done again...
For now, i am working on things for the B5 mod who ask more ressource... like the "moving texture effect" ( not the same that rotating mesh already done before )... or the "glass effect" who allow half transparency in sins model ( now, you can model the inside of a ship and add "windows" for see it )... both are tested and work but are particule hungry !!!
I use 3D MAX too, but with a Sins MESH plugin. I would love to help with the Skyboxes. If you want, go ahead and email them over to me, and I'll take a crack at it.
danman3712@gmail.com
Messing with sounds and textures has mixed results, as I have tried a lot of those before. Using different compression in both DXT format, and the OGG formats for sound, can give results in which the Sins result cannot read the files.
A little more experimentation however could lead to a better result, and a smaller file size and load demand.
There are two things you should be concerned about when creating your audio files; those are sampling rate and bit rate.
Sampling rate represents the sound frequency range. The higher sampling rate the file is, the wider the frequency range is. In other words, higher is better quality. Your lows will be lower, your highs will be higher. Lower rates can dampen the highs and lows so that audio quality is lower. You won't notice that much on a cheap set of headphones, but on high quality ones you'll notice a huge difference.
Bit rate defines how many "bits" of space the file takes per second of audio. Obviously the higher the bit rate, the higher quality audio you'll have.
So for best quality, you want high sampling rates and high bit rates. Sampling rates do not affect file size as much as bit rates do, so if space is at a premium (like on an expansion card) a good tradeoff is to create high sampling rate files with a lower bit rate, or use a variable bit rate (VBR) with a moderately high "base" setting, like 128kbps. From
I reduced all the event sounds by 25% using the bit rate (not sample rate) in mono. Now I will reduce the music by 25% keeping it stereo. Will be up as a 7z file today.
Wrong... in the case of binary convertion of a analog sound ( our case )... the sampling rate mean how much time by second we mesure the value of these analog signal...
In the picture below, the curve is a sound with a various frequency :
the vertical line are related to the sampling rate... the little sphere on the curve are the frequency of the sound... doubling the frequency of the sampling rate will simply add new vertical line between these already existing but will change nothing of the sound frequency...
You mix up the sound frequency and the frequency of the sample ( frequence of the mesuring )...
A highter sampling rate allow to recreate a more soft sound in your analogic speaker, more soft curve and detail... but a low sample rate can have very low bass frequency sound or high pitch sound without problem...
a good tradeoff is to create high sampling rate files with a lower bit rate
So, you will have a lot of mesuring point but fewer data space for store it... this will lead to a low quality compression level and a lot of sound artifact...
By the way, if what you wrote was right, human ear have a max frequency range from 12 Hz and 20,000 Hz... so if you think hat sample rate is related to the sound frequency, why in the hell it is needed to have card with 48000hz or the top one with 96000hz... these frequency are related to the sample rate, not the frequency of the sound...
A last thing... the amount of data is related to the sampling rate and to the quantization ( how much bit used for the sampling )... 8, 16, or 20 bits can be used... 16 bit have range of 98.09 db... since consumer stereos cannot produce more than about 90 dB of dynamic range, 16 bits is enough... 8 bits is not good due to the bad harmonic... 20 bits is the electronic limt who lead to the thermal noise barrier ( thermal agitation of the electrons inside an electric conductor at equilibrium, which happens regardless of any applied voltage ).
quantization ( usual 16 bit ) x sample rate give you the bit rate needed for store the data... usualy the bitrate of the lossless codec... mp3 and ogg use compression algorithm... more difference between the needed bit rate ( quantization x sample ), and the used one, more the signal is degraded... so, asking a high sampling rate with a low bit rate will lead to a very high compression of very low quality !!!
One advice... don't believe the first thing that you read on some internet site... don't believe what is wrote on good place like wikipedia... DON'T BELIEVE ME... check and recheck... seek a lot of info... usually, the truth is in what the majority wrote ( not always )...
By the way, i am not a expert... i am what American call a "Jack of all trades"... know a little of everything, specialist in nothing... An ocean of knowledge of an inch deep... sure that there is some real audio specialist here who can explain in a better way sampling rate, frequency, quantization, thermal noise barrier ( johnson-Nyquist noise ), why a sample rate around the 44k is better ( nyquist frequency, aliasing, jitter, aperture effect, ... )
And guys, sorry for the off-topic
Updated to Trinity
1104 event sounds 73 music tracks. The original Sound files were 216 MB.
As to the previous post. You could have just typed-
On advise... try encoding your mod sounds at xx Sample Rate, xx Bitrate (VBR yes/no), bla bla bla. Or here is the download of the perfectly optimized sound folder and why its better.
If anyone can supply better info, I would love to know.
I just listened to the two downloads (higher and lower quality) and compared some random files. The middle ones are slightly less in listening quality and the lower end ones just a hair less than that. I suspect in the game it won't be that noticable. I'll give the lower end ones a whirl first and see how it effects the experience.
Good work.
FYI--my son took his iPod shuffle to school and in science class they did the audio tone test--no on in the class could hear anything above 19khz. (I used to hear into the 22+ rqange when I was seventeen--my hearing test for the military was a flat line off the top of the card but 5 years in the engine room and on the flight deck didn't help).
Lets talk about sample rate and the Nyquist Theory. This theory is that the actual upper threshold of a piece of digital audio will top out at half the sample rate. So if you are recording at 44.1, the highest frequencies generated will be around 22kHz. That is 2khz higher than the typical human with excellent hearing can hear. From
When you reduce sound bitrate, or texture resolutions there will be "some" loss. That is a give in. As long as that loss is not so bad that it is extremely noticeable. I will give the sounds a try and see how they are. Thank you for the contribution.
Worst case. If people dont like the sound quality they can just simply delete them.
The dds textures themselves must be in dxt5 if you want to keep the transparancys in the alpha channel (particles). I tried dxt3, and it was a stunning failure. Resizing some particles from 256x256 to 128x128 was a tremendous improvement with very little loss in quality (in game quality that is). Some had to remain their original resolution because the loss in detail was just too great. However most of the particles were in TGA format. Just converting them to dds alone was a tremendous improvement.
Thanks Major
I am testing your Op Mod now and cant wait to get back in my 5 star huge 10 players again. I have not upgraded the SoA mod yet (waiting on trinity in Canada) from 1.041 but I can redo your event sounds if needed although its probably better directly from original wav files if you still have them.
I am new to ADrive as well so anyone DLing my files, please let me know what you think. Was not to crazy over the file factory 20 download buttons and a timer and more download buttons then a pop up, YUK. Plus DL speed was very slow. But for all I know, ADrive does the same if your not signed up.
For now, the sound convertion made by myfist0 is good since sampling rate and quantization are identical to the original... if artifact appear, it is only due to the ogg compression algorithm...
In my own test, i have use the aoTuV Vorbis ( http://www.geocities.jp/aoyoume/aotuv/ )... normally, this is already included in ogg Vorbis 1.0 ( a beta option ) or in ogg vorbis 1.2.1 RC2 ( a option in the source )... which improves its quality, especially at lower bitrates ( 64 kbs or lower ).
"- Low bitrate (less than 64 kbit/s): the most recent public multiformat test at 48 kbit/s shows that aoTuV Vorbis has a better quality than WMA and LC-AAC, the same quality as WMA Professional, and a lower quality than HE-AAC.- Mid to low bitrates (less than 128 kbit/s down to 64 kbit/s): private tests at 80 kbit/s and 96 kbit/s shows that aoTuV Vorbis has a better quality than other lossy audio codecs (LC-AAC, HE-AAC, MP3, MPC, WMA).- High bitrates (more than 128 kbit/s): most people do not hear significant differences. However, trained listeners can often hear significant differences between codecs at identical bitrates, and aoTuV Vorbis performs better than LC-AAC, MP3, and MPC."
The dds textures themselves must be in dxt5 if you want to keep the transparancys in the alpha channel (particles). I tried dxt3, and it was a stunning failure
dxt3 is not interesting since it have the same level of compression that dxt5 ( 4x )... but dxt1 have a compression of 8x and don't support alpha channel...
Point is that the nm map use only two channel, so it is possible to move the two alpha from the cl and da to the nm map and save these nm map in dxt5 format... since the alpha channel from the cl and the da are removed, these can be saved in dxt1 format ( taking half of the size )... various shader fx files will need to be modified in a way that the shader know where to found the team color and the bloom map...
This is a tuning who lead to no loose of quality but it will be a big problem for mod... remember when sins have move from 1.05 to 1.10 ... all mod have need to switch the red da with the alpha cl... all cl and da have need to be rebuild... with my method, all the mod will need to rebuild the cl, da, and nm map !!! Huge work for some big mod...
Anyway, all you work is certainly beneficial... a few mb spared can mean hours before a crash or no more crash at all for some people... some low end system who was at the limit can now think about install some mod... and the best thing is that some huge mod can begin use your own technic... all memory optimisation spoken in the topic can be used in other mod too ( with some tuning if needed )...
The sound files being pulled out and offered is wonderful as it allows you to mix and match to your taste and it's convenient for modders to have them as a reference all in one spot. I appreciate theb providing of the dd/l's--thanks.
I heard a slight drop in each quality reduction as In was listening for it and I suspect as you are caught up in play, the sound level will not be even that noticable--with the exception maybe of some few pieces of music (I'll keep an ear on that).
A large percent of younger people already have slight hearing loss from iPods and the like and we all have been conditioned downwards in quality expectations by years of MP3's. Even most CDs now are compressed and lose quality (note Metallica's re-mastered Death Magnetic as an example). Unless you hear good quality in contrast you tend to adapt to the quality heard. The sounds in the sound files are not that bad at all.
I can't tell you how much difference this mod has made in my playing experience...absolutely fantastic. The game blazes compared to before. I can barely wait for the last changes you make.
I'd have no problem with dropping fighter squadrons to a single fighter myself. Maybe even offer a 1-2-3 fighter pack...pick the one you like. Also, with a single fighter option, it might allow a slightly better fighter models as compensation in future mods. Good work--no crashes or dumps or conflicts with this mod. I also agree it should be mod-independent. Modders can then take your package and build their own optimizations on it.
Another thing you can do and Im not sure if you have, is remove the extra planet textures. Each planet type has a few choices of the texture it uses. If you remove it, all the planets look the same but you save RAM and such.
Just picked up Trinity
The Trinity Sounds are done now. This pack will be able to go into any version of any mod folder or with Major's Release. Replaced links on Org. Post.
After a long 14 hour day trying to read and understand all of that its all greek to me.
The Short, Sweet, and Simple version next time please.TIA
As far as i know the ship textures must remain as they are to utilize all of the shader effects (specular, normal, bloom etc). It is in the engine itself. I am not sure if it is hardcoded or not, but i belive it is in the pipeline effects folder if it is not hardcoded. I dont screw with the pipeline effects because i found out the hard way that if you mess with something chances are it is shared with something else that you didnt want to mess with.
The whole point is not to alter, or change any game play aspect of vanilla sins. meaning all planet textures must remain, but to optimize them as to not to have the wasted texture space that the originals had.
Got more to say, but i am very tired.
Sent this PM to kyro
Can we please make
a sticky. I have a pretty high end machine but SoaSE chokes on huge 5 star 2-3 hrs in game where I am past that now and its running smooth smooth. Everyone including new modders will benefit from this as he is offering (no permission req.) this as a stackable or include with your mod.
IMO - Best modding work done yet.
TIA - myfist0
The reason i am saying use this or integrate it no questions asked is because everything in this project is still ironclads property. I didnt alter, or change any of ironclads property. Nor do i intend to. I just made it better in some aspects.
Many talked about doing something similar to what i am doing here, but that is all i saw.. just talk. As i said before this is not rocket science, or brain surgery. Anyone with notepad, and a texture editor can do this. I just took the initiative, and did it.
The model poly reductions are where things will get interesting, but so far the only extreme examples of poly overkill have been the trade ships, and starbases.
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