Conan Exiles

Conan Exiles

Amunets Deco Collector - v0.1.60
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LilMissHentai  [开发者] 2021 年 1 月 21 日 上午 10:00
tech stuff
Test 1 - idle with 2500 "single" folding screens - ~336 S-FPS - https://cdn.discordapp.com/attachments/792264808912519182/800705340768649266/20210118133215_1.jpg

Test 2 - idle with 2500-in-25 "compressed" folding screens - ~451 S-FPS - https://cdn.discordapp.com/attachments/792264808912519182/800705468229222400/20210118133621_1.jpg

Test 3 - idle with 2500 "single" flagons - ~286 S-FPS - https://cdn.discordapp.com/attachments/792264808912519182/800709959162920971/20210118134546_1.jpg

Test 4 - idle with 2500-in-25 "compressed" flagons - ~360 S-FPS - https://cdn.discordapp.com/attachments/792264808912519182/800710219881250836/20210118135137_1.jpg

Test 5 - Fight - (2500 Placeables) 15 Archer vs. Red Mother - ~94 to ~128 S-FPS - https://cdn.discordapp.com/attachments/797420601253298220/800710758739738644/20210118134618_1.jpg

Test 6 - Fight - (2500-in-25 compressed) 15 Archer vs. Red Mother - ~210 to 240 S-FPS - https://cdn.discordapp.com/attachments/797420601253298220/800711090153586738/20210118135227_1.jpg
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LilMissHentai  [开发者] 2021 年 1 月 21 日 上午 10:01 
Fallback for instanced stuff if the mod gets updated/removed - https://cdn.discordapp.com/attachments/635185134378811403/801636933335908352/20210121031716_1.jpg
LilMissHentai  [开发者] 2021 年 1 月 21 日 上午 11:18 
To "pack" stuff, just interact with the "ADC Placeable"-core item (looks like a T1 planter).
Tu "unpack" stuff, just interact with any other mesh.

To debug stuff (in admin mode) you can add itemids to the valid placeable list ny using "DataCmd DebugValidPlaceables add <itemid> [itemid2]" - itemid is self explaining, itemid2 is an optional parameter if you want to add multiple items.

"DataCmd DebugValidPlaceables add 12345000" will add 1 itemid (12345000) to the list.
"DataCmd DebugValidPlaceables add 12345000 12345999"will add 1000 item is (12345000 to 12345999) to the list.
最后由 LilMissHentai 编辑于; 2021 年 1 月 21 日 上午 11:18
LilMissHentai  [开发者] 2021 年 1 月 22 日 下午 4:28 
currently there is a limit of 128 "compressed" meshes. have to figure out how to calculate the limits better. aoc farms have LOADS of imeshes and two or three of them fill up one collector.

emberlight configurable stuff currently (0.1.4) shows all options at once - need to check for visibility flag. other than that, they would loose their settings on unpacking anyway.
LilMissHentai  [开发者] 2021 年 1 月 23 日 下午 6:44 
the old limit was 128 meshes .

replication currently uses an array of structs - the struct used consists of:
actor template Integer 4 bytes actor transform Transform 36 bytes (12 floats at 4 bytes) mesh name String 4+ bytes (length + data) mesh transform Transform 36 bytes

so in total each of the structs has (at least) 80 bytes "payload".

as example we'll use the ale keg.
the mesh variant used currently is transmitted as /Game/Items/Placeables/Meshes/SM_Keg_1| which is 39 bytes in length.

so in total the length per struct would be 80 + 39 = 119
the current limit is set to 32768 bytes, which allows for 275 ale kegs to be compacted at once.

the actual technical limits for array replication allows for far more data, however I don't want to stress it.
LilMissHentai  [开发者] 2021 年 3 月 16 日 上午 1:33 
Split Meshes and Actors into two seperate storages, as a client does NOT need to know what object some decoration was.
This also mans, the minimum object size is 40 bytes now.

Further more I added some form of "compression":

Step 1 - Sort all meshes by name
Step 2 - Transmit the meshname ONLY on the first occurence, empty string otherwise.
Step 3 - On import, check if name is "empty" and reuse the last one provided.

In case of 5 kegs, the first one has the full mesh name and transform (79 bytes), the four that follow only have their transform and an empty string for a mesh (40 bytes)
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