Rebellion.. The Fourth, and Final Expansion for SotSE....
For all that do not know what TSOP is, or have not been keeping up with current events at all for the last four years. Check this topic. The Original TSOP for Trinity topic.
TSOP was originally created to fix the very annoying 2 gig hard coded crash bug that plagued Trinity. IT WORKED. Without changing any game play aspects of Sins. Without changing the quality of the game itself. During the time we worked on TSOP we found many bugs, and errors that the Dev's missed over time, or that were created with the relentless Sins patches of the past, and new expansions. With the Diplomacy 1.32-1.34 series of patches some elements of TSOP: Trinity were incorporated into Diplomacy. Mainly the Errors, Typo's, and Particle fix's. We are all human, and we all make mistakes. A company as small as Ironclad was bound to make some mistakes. Especially on their first game. I want to make it clear once again that this project in no way is a disrespect of Ironclad, or Stardock. Quite the opposite. You guys made a great game! There is no denying that. We wouldn't be here right now if you did make a bad game.
The goal of TSOP:R Is to add what was NOT incorporated from the Diplomacy TSOP incorporation. We will Bug Hunt, Look for errors, and typos that were not seen before, and Fix it. Just like we did for Trinity. We will convert the TGA formatted textures to the highest quality DDS format possible (This includes the UI textures). Just like we did for Trinity. We will try to put back into Rebellion what was taken out from Trinity (the varying planet types). We will also look into optimizing the new rebellion shadow system some more (if it is at all possible).
Rebellion reduced the size of the ship textures (mainly all of the frigates) to the next size down (by a power of 2). So frigates that had a 2048 resolution texture now have a 1024 resolution texture in Rebellion. Which is brilliant, It is hardly noticeable, and it made lots of room for more Rebellion features. TSOP:R will expand upon that, and bring back the "Strategic Particle Texture Reduction" of TSOP Trinity. There is much more we can do to optimize if we look for it. However, the goal is to optimize without changing the quality of the game, or if there is to be a loss of quality. make it as minimal as humanly possible. Just like we did for Trinity.
We also plan on bringing the Trinity versions of TSOP up to date.
All of this, and more that TSOP:R will do will free up more Ram, and improve your Graphic Performance. So you should be able to run Rebellion on a slightly lower end system, or a not so hot video card. CPU lag is still, and will always be a problem. We tried to deal with it by reducing poly counts on meshes in Trinity. That failed. Poly counts surprisingly have very little impact in Sins. It is the sheer number of units on the map that a Single Core of your CPU has to deal with that causes the lag. The only way i can think of to deal with the Late Game CPU Lag issue is to remove, and/or lower the number of units on the map. We WILL NOT do that. We WILL NOT change any game play, or balancing aspect of Rebellion. Just like we did not change it for Trinity. Let the developers deal with the Game Play, and Balance. We only wish to improve upon the game itself. We Bring..
The Sins Optimization Project: Rebellion
So.. Here we are once again..
TSOP for Rebellion is more of a Graphic Optimization mod than it was for Trinity. Many of the issues that plagued Trinity were fixed by Ironclad/Stardock for Rebellion. So there is no need for any GameInfo folders any more. Also the 2 gig crash issue that TSOP was originally created for has also been fixed. TSOP:R is more intended as a performance improvement mod than anything else.
TSOP, and TSOP:R is an open community project. Anyone who wishes to contribute is welcome to do so. Also anyone who wishes to use TSOP/TSOP:R in their mods, or other projects are also more than welcome to do so. No Questions Asked. This project is for you. Use it!
Do not run TSOP with other mods. TSOP is intended to be a Stand Alone mod. Running other mods with TSOP. Especially Graphic Enhancement mods. Will defeat the entire purpose of TSOP. TSOP is intended to improve your Vanilla Sins experience. Other mods like Distant Stars have incorporated elements of TSOP into their mods.
I will ask that we please DO NOT discuss Multi Core support, 64 bit, or LAA on this topic. It is a dead horse issue that has been beaten down so many times that people are beating the dust on the ground where the dead horse was laying. Its not gonna happen! EVER! The Dev's said its not gonna happen. DO NOT DISCUSS THE ISSUE!!... please.
TSOP:R Release 1.1
All mesh, and particle bad file path names fixed.
Mesh fix's (Unnecessary team color entry's removed)
GameInfo files fixed by Stardock/Ironclad so it is no longer needed in TSOP
All particle, and UI textures converted to DDS format. Some very large texture resolutions reduced.
Optimized Sounds, Music ported from TSOP Trinity.
Optimized Trade ship, Strike Craft, and Constructor meshes ported from TSOP Trinity.
Game holds steady at 1.6-1.7 gigs ram usage using Random Vast Competitive map. Max settings for everything. 9 vicious AI's Results may differ for you depending on your system. No Dev.exe errors were present. No crashes. Late game lag still an issue, but game is playable much longer than vanilla.
See various "Fixed" text's for complete list of changes, and fixes.
Thank you Myfist0 for ModDB link
Reducing polys on debris would be helpful though and I don't think anyone would care too much.
Certainly can't hurt anything...I'd even say reduce the amount of debris but that could lead to "balance" issues just like SC and # of trade ships (since some things depend on amount of debris).....
We're here to 'optimize' the game-play without inherently changing any values related to or that could affect the actual game balance.
I will continue to reiterate that if you mess with trade ships or SC as far as values etc are concerned, that you will inherently unbalance the game. The issue is not about by what value, but the simple fact that if you change the game balance, LESS people will adopt this mod project online. I remember that this was a huge point of debate with the original TSOP mod. A VERY big issue.
Simply put, if you buff the trade ships, do we need to also buff the pirates to compensate? They are already a great distraction tool for them, build a trade port. If you make less of them, they will either die faster (the pirates then target your ships and facilities faster) or, if they are built faster AND are tougher, the pirates may never actually kill a trade ship in the earlier waves, thus making Trade Ports more effective than ships as a pirate deterrent.
We could go onto modifying SC as well for buffing them, reducing squadron size, do we need to balance the Flak Burst abilities, or the flak weapons on the frigates so that the abilities and damage actually mean something? Buff the SC and suddenly flak burst becomes even more useless, same with flak frigates. Buff flak damage and suddenly Flak Frigates become OP, then we have to balance everything else ... let alone that each race has different squadron sizes and that we would change the rate at which they all die and the effectiveness of different weapons, plus their upgrades (6 races!!!) and the way that it affects the balance against SC. Kill rates, live rates, etc.
It's not a simple 'Change X and in response change Y', it is much more complex than that and can, and WILL, have long reaching implications.
Many people will say, "Well I don't care about pirates, they're way to easy as it is!", or "the value it will change doesn't matter because on Fastest settings everything dies anyways." Some people do care and I would guess more than you think.
I should remind you that DPS does NOT SCALE between the game speeds. On slow games (or normal for that matter), changing the number of SC as well as Trade Ships, can have a HUGE impact on the game in terms of targeting priorities, how long it takes to kill a ship etc. Lets just assume that carriers jump in on a Normal ship speed game, on the other side of the gravity well. Before I can get there suddenly the tougher SC actually DO MAKE A DIFFERENCE to my shields and HP because I can't kill them fast enough with my flak frigates and anti SC abilities...
Does anyone see where I am going with this and the inherent problem with this approach? If items such as SC squadron size and damage values, same with trade ships, are messed with, they better sure as heck be 'optional mini-mods' because otherwise TSOP:R will be used less and ultimately adopted at a much slower rate by the community (most of which do not play online and are just looking for a game that runs better). My LAN group included, that was their biggest gripe about TSOP when we talked about some of the SC modifications that at the time were being discussed.
Do we truly understand the IMPLICATIONS of what we are discussing in relation to the time that will be placed into making those changes, balancing, etc etc.
Re-balance mods are already out there and will be made by other modders that likely will incorporate TSOP:R. We shouldn't waste our efforts on re-balancing the game. TSOP for Diplo made a huge difference in performance (and it sounds like we have the same pre .32 issues all over again so I'm expecting another performance increase.)
I want an optimization mod, not a SoaSE:R rebalanced mod that includes an optimization mod. Simple as that.
Wtf man, that was the point I was making...reducing debris would be the most effective way to reduce the lag induced by it (just like reducing SC numbers would be the best way to reduce the lag induced by them)....I'm fully aware of the repercussions of such changes which is exactly why I expressed my wariness to such changes...
I shall defer to my 2nd post in this thread:
...you write a whole wall of text and call me out just to tell me "I don't like your tone, and it's because I can say the same thing but with more words"...
Whoa you two, your derailing the thread, I think it was right when someone stated that this is an optomisation mod only, and that modifying anything such as numbers of strike craft, reducing debris count or timers etc is beyond the "optomisation" change, therefore it won't happen as people will be less likely to use this mod and Ironclad will be less likely to implement this mod in a future patch.
Lets leave it at that and move on, we can always create small add on's later for the Optimisation mod.
@MajorStress are the TSOP optimisations still in the latest Diplomacy? I suppose its pointless asking why they didn't use them for Rebellion, do they work in Rebellion or do the optomised particles create errors/problems we aren't aware of?
Umm.. Boshimi.. Umm.. I don't think there was a tone there to be had.. In fact, you kind of just agreed with him.. so...
Then lets meander on. I believe I'll have to eat pudding from this day forth.
Move along, these aren't the cookies you are looking for.
The debris will be looked at, and there are things that we can do with debris, but i don't think debris is a major cause of lag. It does disappear after a while, and the amount of debris generated in the various battles is nothing compared to the sheer number of actual units, and map objects in any given game.
Good eye on the ability's. The CPU has to keep track of every single units ability's, buff's, and debuff's on the map. A ridiculous amount of calculations. If they can be changed to a more efficient method of casting (Hence reducing CPU lag) without effecting the game play, or balance then i am all for it. I am not good with ability's Gofan. If you see anything else like this feel free to tweak it for testing.
EDIT: GUYS!!! I already said that we are NOT changing anything SC, or Trade Ship size/stat related.. Yet, and ONLY if all other options we try FAIL. If we can optimize rebellion plus keep the numbers, balance, and stats pure vanilla, then wonderful! Job done! Let the damn dev's worry about the balance for now. We are not here for that. We are here to make Rebellion Playable Without Minidumps.
List of Rebellion mesh issues, and oddities discovered so far. Some things may be there for a reason. I just dont what the reason could be yet. So far when i fix, and/or remove the problem it has no visual effect in game, and no dev.exe errors, or debug messages occur.
1) All of the new Rebellion ship meshes (except the titans) have this odd entry for a "team color" texture. Which uses that ships own -CL texture. I feel the entry is unnecessary. Since the -CL texture of every ship has a team color channel in its alpha layer. Team Color will work regardless. Removed the entry, and it had no ill effect.
2) Does anyone know what the CapitalShip_TechTransportScout mesh is used for??
3) The Vasari Loyalist, and Rebel Corvettes use a separate particle for each one of its leg nav lights (six non-shared particles per ship)... Really??
4) Effectship_PhaseSpyShip has no textures, but uses black-da.dds. I think Trinity has same issue, because there are no textures for that mesh.
5) Meshes that use multiple sets of materials, but only one material uses textures.
6) Moon meshes have no "aura" null.
7) Tec, and Vasari spawned turrets have no "above, center, or aura" nulls.
there are more minor issues i've seen, but more of an annoyance than possible game breaking bugs.
Good thing is the trinity TSOP fix's remain. Cant say the same thing about the particles. I think particle forge is the culprit in the bad file name issue.
By team color, do you mean when you have "team colors" enabled and all ships show up as either red, green, or blue?
All Vanilla, and Rebellion ships have a team color texture in the -cl textures alpha channel. So yes this is for Team Colors enabled. None of the pre-Rebellion ships have this odd texture entry, and when i removed the entry from the ship meshes it had absolutely no effect in game. Team colors work, and Mesh team colors work. So i view that entry as a waste.
Well, TechTransport is the code name for the Corsev. I'd guess its probably one of the "particle" ships it sends out for its abilities.
The only challenge i face now is the tedious task of converting TGA's to DDS. Well, not really tedious, but more time consuming, because each particle, and texture has to be tested individually. Plus the Strategic Particle Resolution Reductions need to be tested for the new Rebellion textures. Along with getting rid of all the bad file path names in the particle files. I am gonna use the optimized Strike Craft, Mine, and Trade Ship meshes from TSOP Trinity. Though i doubt that will help the CPU issue. It wont hurt ether.
While i am doing that can you guys look over the manifests to make sure they are all correct?
Wouldn't manifest issues be displayed when running the dev?
if the count was off, no...but I swear someone already posted that they checked the manifests....
When we were working on trinity we found counts that were off but it didnt show on dev.exe. If someone already checked i didnt see the post. Wont hurt to double check.
EDIT: About 25% done with optimizing the particle files, and related textures. I am doing the textures for Rebellion a little different than i did with Trinity. In Trinity we reduced a lot of textures, because we needed to make lots of room back when Diplomacy used 1.9 gigs of ram, but there really is no need to go nuts with texture reduction in Rebellion since the game doesn't use over 1.7 gigs Vanilla on max settings. I am reducing the ridiculously sized textures (a freaking 1024 texture for a small particle.. riiiiight), but that is about it. The DDS conversion, and Mip Maps alone should be enough to greatly boost performance.
It was just as i feared. All of the particle files have the bad file path name issue. No worry's, since the particles have to be edited anyway to point to DDS textures that issue will be fixed.
galaxy.manifest is out by one, fileCount=53, should be 54, all the others appear OK.
Thank You ill edit that at once.
These are minimal but there are still a few meshes and textures that aren't used--the planet artifact mesh and texture and the Psi refinery ship mesh and textures to name a couple.
I think I recall an unused particle effect or two as well but it's been awhile.
Wondering how many "needless bits" are still flaoting around besides these.
Just speculating here, but there may be some abilities that rely on periodic actions that could be made to do without now that we have conditional application of buffs.
Beat you too it Volt.
...WALL OF TEXT
Basically I fixed up the TEC's planet shield to not use periodic actions. If you know of any others please share them.
Pretty much damn near everything that was unused in Trinity got carried over to Rebellion. There are unused particles, meshes, and textures. And we have the same Pre-TSOP issues in Rebellion that we had before we made TSOP for trinity. It is as if the dev's made Rebellion from a copy of Diplomacy before the TSOP fix's.
Does anyone remember who optimized the sounds and music for the original TSOP? The new rebellion sounds and music can use the same treatment.
YES! If you can make any ability perform better without screwing up the gameplay ill take it!
That was me , but, I am just a lurker as I don't own Rebellion.
You can still do sounds right? I am sure no one would mind if you optimized a few rebellion sounds for the cause.
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