e-mods.net

E-Mods.net => Offtopic => Topic started by: EtaYorius on 2010-12-24, 06:30:46

Title: GigaPack Final
Post by: EtaYorius on 2010-12-24, 06:30:46
Ok i manage to finally finish the GigaPack, i think this would be final version... i dont plan to work on GigaPack anymore, but i might be willing to fix wrong animations, bad Not Editor tags or bad Bone or Vertex Assignment, so feel free to comment.

You can download GigaPack here:

https://e-mods.net/modules/giga/ (https://e-mods.net/modules/giga/)


Oh yes, Javo could you upload the new version of Giga into the Download section too?
Title: Re: GigaPack Final
Post by: Signothorn on 2011-01-09, 20:04:59
Need to reinstall Redemption ect and check it out, I put it on the front page at PV and posted about it at GoG.com. Does it contain Tourettes Guy and MJ?
Title: Re: GigaPack Final
Post by: Signothorn on 2011-01-10, 21:20:30
Had a chance to check it out this evening, pretty cool and no crashes! I liked the diversity, with the addition of the indian women and arab men, added since the previous version was released. Hitler? lol... MJ is there, though with skeleton 3. I haven't messed with the robots yet but they looks pretty damn cool, nice work!
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-01-11, 18:59:19
Aww damn forgot about that tourettes... well is not too late to add him.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-01-11, 19:02:30
Ah yes also added few aliens, some rednecks, indians and a nice devil, the robots are kinda funny...
Title: Re: GigaPack Final
Post by: Signothorn on 2011-01-14, 18:38:22
Robots seem to be missing walking animations. Click them and they "hover" to desired area.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-01-14, 21:58:31
Odd, they work on my end... gona check anyway.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-01-14, 22:04:01
They actually work, the thing is you need to approach them... if you only spawn them and move them arround they will hover since they need to be "activated" first, this is done by approaching them and they will lock on Target.

They are actually in a "idle" state, like all guardian robots... hahaha!
Title: Re: GigaPack Final
Post by: Javokis on 2011-01-14, 23:13:44
Another good reason to document what you create DL. You didn't really give us a lot of info about the contents and their functions in this mod.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-01-15, 07:47:36
They pretty much use the Cappadocian and Spider tag in "NOT Editor", appart from that they are no different... just imagine creating a list of all the chars in the ReadMe... heck... anyway i am in the mood for creating an expansion for Giga that would allow players to use ANY character available, this should be done as little .nob file that contains only the .NOT file, so file size should be quite small.

Title: Re: GigaPack Final
Post by: Javokis on 2011-01-15, 09:50:42
A few screen shots each with a large crowd of models would do. Could use NY By Day like you did last time.

Did you throw everything into the GigaPack like your L4D and Doom3 models? I was thinking of simply removing the models from the downloads section. Would make things easier for me if there's only one area for you to manage all of your work.

If documenting is too much for you at least put some more effort into presentation. There are still people out there that don't know what the GigaPack is. Just having some detailed quality screen shots could go a long way.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-01-16, 12:00:39
I will see what can i could do as presentation.


Anyone has the old Dev null Skin that can spare?
Title: Re: GigaPack Final
Post by: Javokis on 2011-01-31, 14:51:25
Not sure about the dev/null but you still didn't fix the Mercurio problem. Not sure if you knew this, but the issue was being caused by having Mercurio.nod in your 3d/models folder. I also noticed that you didn't have the Mercurio template anywhere in your actors section. Were you thinking that the template was the issue? Well it wasn't. I took the liberty of fixing the problem on my end by changing the model name to BL_Mercurio.nod and added Bloodlines Mercurio to the list of playable MP characters. So Mercurio and Mercurio can now co-exist without conflicts.

Ok I uploaded the fix. Link below:

https://e-mods.net/modules/giga (https://e-mods.net/modules/giga)
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-02-03, 18:11:00
Geesh sorry, i thought i had fixed that... anyway i am trying to find issues on giga, so far no more bad stuff on this version, but will keep trying for bad bone assignment and or bad animation.

Hope your problems are solved, i dont want E-mods.net to sink.
Title: Re: GigaPack Final
Post by: Signothorn on 2011-03-02, 12:04:19
Just wondering, what's with the 3 NOT files in the "Nueva carpeta" folder? Some kind of easter eggs?

Added: I also liked the description for the Emo model: "Stop whining and crying you little bitch, if you want to cut your wrist dont follow the
path, cross the path! do it right you turd!"  ::)
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-03-06, 08:16:26
Well it was actually supposed to be... i just kinda forgot to ADD the true "EasterEgg" NOT file... which it would let you use each and every NPC in Giga as Playable Char.

I think i am going to release another really really small addon just for that, dont know when though.

Title: Re: GigaPack Final
Post by: Phantom of the Vamp on 2011-03-08, 21:11:22
Easter's coming, I want my easter egg, Not!   :) 

j/k  Any chance you can just add the easter egg as another download on the Gigapack page?  On the plus size the small file will save bandwidth from some of us having to redownload the whole thing.  ;)
Title: Re: GigaPack Final
Post by: Signothorn on 2011-03-09, 11:31:17
I agree with it being separate, especially if it included new content, unless there was also the option to have every character also available as an npc. It would make it harder to place characters in strange positions. You'd also have to respawn them again if you had a saved MP game, for those ST's who like to set everything up before they start.
Title: Re: GigaPack Final
Post by: Javokis on 2011-03-09, 12:11:09
Might be a good idea to separate the files out like MoTA. Most of my updates to MoTA are to the system file. Tends to make things easier.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-03-20, 08:42:16
Here is your wooden stick signo, the item is ready to spawn in the ST Panel, i think its called _SignoWoodStick, should be arround the first items on your ST Panel.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-03-20, 08:47:52
About the addon, i had planned to put a Template inside a nob file that will contain all the info to select all the giga models as Playable chars, the file of this addon should be arround 100kb, since all the material is inside giga you wont really need to download a ubber huge file again, but you should only use the addon considering that Giga is installed properly into Main Vamp.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-05-10, 20:10:21
Oh my GOD... i found couple of nasty nasty mistakes in the last version of Giga... mostly props, some body parts are HUMONGOUS! no idea how that happened... i think i am going to spend the whole spawning stuff from giga, this pisses me off...
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-05-12, 16:38:46
HOLY... i been working on that Giga_Expansion, been rearranging ALL the models as playable in this expansion, what is INCREDIBLE is the HUMONGOUS amount of models i have put in GigaPack all over the years... so far made arround 50 char models as playable in MP, but i am not even 10% done... this is going to take a while... and i am starting to get lazy, there is just too many of them...
Title: Re: GigaPack Final
Post by: Paine on 2011-05-12, 18:43:17
HOLY... i been working on that Giga_Expansion, been rearranging ALL the models as playable in this expansion, what is INCREDIBLE is the HUMONGOUS amount of models i have put in GigaPack all over the years... so far made arround 50 char models as playable in MP, but i am not even 10% done... this is going to take a while... and i am starting to get lazy, there is just too many of them...

What are you changing to make them playable? If it's the same (or close to) for each model I could automate it with my not editor.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-05-12, 19:17:02
Well pretty much creating a new _Not file with all the characters that are not already as "playable", which are hundreds of them... GigaPack has more models than what the actual game has already hahaha... 400mb+ of props and models.

If you can actually do it with your version it would be awsome, the thing would be know which chars are already playable.
Title: Re: GigaPack Final
Post by: Paine on 2011-05-12, 21:28:38
Well pretty much creating a new _Not file with all the characters that are not already as "playable", which are hundreds of them... GigaPack has more models than what the actual game has already hahaha... 400mb+ of props and models.

If you can actually do it with your version it would be awsome, the thing would be know which chars are already playable.

Done. I haven't tested it fully (just created a player, checked the list) but it should work.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-05-13, 07:00:02
Holy shit you did it... haha thanks a lot man, you saved me like 3 days of works.

I thought you were long gone from Vamp, hehe good to see you still aiding what little is left of community.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-05-13, 12:05:54
Uploaded Paine GigaExpansion over at GigaPack main site.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-06-02, 09:05:03
These are some of the things i plan to add in the next version:


Many new props, mostly new animated Tv, Consoles, HDLed Monitors.


Added 3 zombie Kids... i dont know... when ever i fill a map with zombies i still wondered where the zombies kids are...

also corrected many animations, fixed and added the Aliengun and fixed many many other stuff... i still added other stuff but you got to try and see it.

Title: Re: GigaPack Final
Post by: EtaYorius on 2011-09-16, 23:09:20
Take a look signo.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-09-17, 07:19:02
More pics.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-09-17, 07:24:42
And more...
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-09-17, 07:33:04
And some more.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-09-17, 07:36:05
And the last, there is even more new stuff in Giga... i even made a cockroach that wanders, a cat and a new small rat for immersion purposes.
Title: Re: GigaPack Final
Post by: Mort on 2011-09-24, 13:25:56
Great work.

Are all of these included with the current GigaPack download?
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-09-24, 20:42:34
I have not uploaded this version... i am still adding stuff into the pack, but this and more will be in the next version.
Title: Re: GigaPack Final
Post by: Mort on 2011-09-25, 17:36:15
I wanted to ask about the stability of this pack for in game RPing situations.  When I host, I usually like doing a lot of propping and use of the particle mover.

I remember trying out the gigapack in the past and me along with a few others had some issues of crashing mid game that only happened when props/npcs from the pack were spawned on the map.

Is this generally because of the oldness of the nod engine using more advanced models, or was something wrong with the pack back then?
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-09-25, 20:12:38
NOT File has been optimized quite a lot, it by any chance you are getting crashes is because you spawn too much stuff and Nod Engine is quite old to handle too many models at once that use Pixel Shader from 1.0 - 4.0, i think Nod Engine does not even use Pixel Shader at all, if you spawn a few models is no problem for Redemption because PC?s have become quite powerfull so Redemption kinda use some of the super resources we now use in Modern PCs, but spawning too much stuff specially Characters (NPC) in a single area might cause instability, game will crash or stop rendering textures, in this last case you will notice models with no textures (white models) and the game will start to LAG HORRIBLY and possibly crash.

Back in the BloodLinesMegaPack era, i did a horrible NOT editing... so bad it was super unstable, Javokis had to fix the whole .not file that contain all Bloodlines Models, But those days are long gone since BloodlinesMegaPack became GigaPack (became bigger and contain not only Bloodlines stuff).

I have been testing each and every single NPC, PlayerModel and NPC to check for any sort of issues, wether missing Texture, bad Animation asignment or even bad Vertex asignment, i think its the best version so far, i am still adding and testing stuff... at this rate i might just release it in Halloween, unless i change my mind and release it once and for all, this might just be the LAST version i will release... i might add more stuff, but mostly for my own enjoyment.

I think i still have to add like 10 more NPCs, also i am working on converting each and every NPC into a Playable Character, but i plan to add this as a mini-expansion that will be released later.
Title: Re: GigaPack Final
Post by: Javokis on 2011-09-26, 15:44:32
Yeah. I've gotten on DL's case about his NOT files and since then he's put considerable effort into into optimization and assuring the DB structure of the NOT file is Nod Engine Friendly. As for the models, I suspect this is likely a DX7 issue. Most of the models are converted from DX9 games that DX9 games are optimized for. The Nod engine was definately ahead of its time, but it's still limited to DX7 principles. So DX could be a huge factor here and how it utilizes "large poly counts".
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-09-28, 09:54:48
I did a few tests regarding this, it seems it is infact NodEngine issue... i had spawn a 2 NPC using the exact same Template, one was a low poly PixelShader1 GTA-SA model, the second was using PS4-RE5 model, i could spawn 12 times the GTASA model without lagging, where i could only spawn 5 models of the RE5 model when i started lagging the whole game... So yeah, Vampire is too old for this kind of stuff... no problem for Giga though, as long as you dont spawn too much stuff in the same area, it seems also animations play a big role in this i did the exact test but this time i removed animations from both NPC and the result is i could spawn arround 100 GTASA models and arround 40 RE5 models without lagging... it seems that Props wont be a problem in Giga, some of them are really high poly and see no lag when there are too many of them but the whole thing changes in regards to animated models, i was able to spawn arround 60 F15 planes (the highest poly count in giga) and feelt no lag.

Did the same test without textures in both models, the result was the same... it seems there wont be a difference with models that use 128x128 textures and models with 512x512 textures, it seems nod engine handles textures with no problem using modern resources (ddr3 and gddr5).
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-10-15, 07:23:41
Final version is up and ready to download, be ware that the size of Giga increased by arround 150Mb... this was due a mp3 i included as part of the GigaRadio, what it does is you need to spawn "_A_El_Stereo" and "_A_El_StereoSmall" and then left click on the prop and it will run a script (Thanks Paine) which it will cause it to start playing Music, Radio Commercials and the show The Deb of Night, but i think its worth it, you can also add your own MP3 into the script, there is a file called "gigaradio.txt" which need to be placed in main Vampire folder, what you do here is add the name of the mp3 and the lenght in SECONDS, remember to put your mp3 files under music folder in main vamp, if you want your mp3 to play before the main MP3 just edit the gigaradio.txt and put your music file before the main gigaradio mp3.

Anyway i also added a Cockroach, Cat and a new Small rat... they all wander arround, you should see the roaches they are awsome!! haha.

Also added _DarkAuraAttack and _TelekinesisAttack, it pretty much works the same way as the chiballattack.

And also in this version TourettesGuy is included... so Signo can have some fun with him.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-10-15, 07:34:58
So... should i release the GigaExpansion that unlocks 90% of the models in giga? or should i wait for Halloween to upload?
Title: Re: GigaPack Final
Post by: Signothorn on 2011-10-16, 05:08:35
I'll let you know in 15 days  :P
Title: Re: GigaPack Final
Post by: Phantom of the Vamp on 2011-10-16, 09:03:34
Awesomeness, I downloaded it yesterday.  Anytime you wanna unlock model's I'll be re-downloading it and playing with it.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-10-17, 09:14:27
The file that unlocks the models is like... 13kbs? haha, so no need to worry that i will upload the whole damn biggalo again.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-10-19, 18:16:10
Aw damn it, it seems some Lawmen and Enemies didnt not had a weapon asigned, causing them to not attack at all... i had no idea how this happened, since they have had a weapon asigned from earlier builds... anyway i will upload a small size (less than 1mb) fix for those that already downloaded the pack, it includes the fixed templates and i will also reupload the whole file again for anyone who havent downloaded the pack so they have best build.

And i tested the damn pack for WEEKS... geesh.
Title: Re: GigaPack Final
Post by: Mort on 2011-10-19, 22:28:19
Having an issue with the pack.  Every time i try loading a game (the actual map) with the pack, my vtmr crashes when I click "start".  This only happens while giga is in the vtmr directory and does the same thing for every map i try to run.  My computer should be able to run the pack easily.

I followed the readme installation instructions along with removing the modern weapon pack.

Any suggestions?
Title: Re: GigaPack Final
Post by: Signothorn on 2011-10-20, 02:46:39
You should try removing all mods with exception to the gigapack then start the game to see if it loads. If it does, then try loading another mod then load again. Repeat this over and over. It's likely caused by a texture with the same names conflicting. Also make sure you're using a new game, rather than loading a previous save.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-10-20, 07:04:26
Maybe its another .nob file that is conflicting with Giga, since i dont use any mods except for MOTA i cant be sure... but try what Signo suggested, also delete any prior Giga CHARACTER each time you install the pack since newest builds are not fully compatible with older build saved characters, i will upload the complete fixed version along with the "Fix-Only" for those who already downloaded the file previously.

I really dont know what could be causing your issues, did you removed older version of giga or bloodlinesmegapack before installing newewst Giga? i have 2 pcs and 1 laptop and the file seems to work fine on all of them, but like i said i dont have any mods or packs appart from Mota and some E-mods.net hosted packs.

(Edit)
Oh yes i remember having an issue like that just couple of weeks ago, what i did is i disabled the Index Service selecting my Main HDD (C:) Right Click properties and having ticked off "Allow Files in this Drive to have Content Indexed..." for some reason Vamp became horribly unstable, it crashed on every single Map and when i enabled the option again all went fine, just a suggestion.

Let us know if what Signo Suggested (removing all mods except for Giga) did the trick, if so then you can try mod by mod and see which one is giving you issues, this way we can isolate the issue and possibly i can arrange Giga to not conflict with that mod.
Title: Re: GigaPack Final
Post by: Mort on 2011-10-20, 12:59:29
I dont use a mod, so I started looking at each NOB file to see which one was conflicting.  It ended up being the EOTW Pack.  Specifically the "Dark Realm Skins 2.nob" file within it.  After looking through it, it appears that the strauss and caine skins from bloodlines is included.  Due to those being in bloodlines megapack, I would assume thats what was causing the crash.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-10-20, 14:06:35
Oh i see... i think thats one of Lenora?s Minogue packs, we usually exchange Models... i cant do much on that side, ill try to ask her to rename The Bloodlines models she included in her pack and now that you mentioned i will also rename some models she sent me, i am most sure that few models inside GigaPack are also inside DarkRealmsSkins.

This means i cannot just upload a minor Fix, i will have to reupload the whole pack in this matter... stability is first i guess.
Title: Re: GigaPack Final
Post by: Signothorn on 2011-10-20, 18:14:59
Gigapack Final...Part 10...  ::)
Title: Re: GigaPack Final
Post by: Mort on 2011-10-20, 20:12:10
stability is first i guess.

Also appears that im having some crashing issues when spawning certain things in game while having other NOB files in.  I dont seem to have the issue when its just the default NOBs and giga though.  Ill go through and see what other packs are interfering when I get some time for your reference.
Title: Re: GigaPack Final
Post by: Signothorn on 2011-10-20, 20:22:55
perhaps giving all the textures giga names would prevent conflicts, much like you do with character names in the .NOT editor.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-10-20, 21:40:24
Just doing that, i already renamed most Bloodlines models and the ones we exchanged... now i just need to rename the Textures too... geesh this is gona take some time.

I also added the MDWeaponPack (it has mostly modern guns and some melee ones) so if you have that pack you also need to remove it.

I dont think props or items are an issue, mostly character models i.

But yeah if you find any more issues let me know which files are conflicting.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-10-21, 06:50:56
55 files from both DarkRealmSkins packs are conflicting with Giga and the versions i got are from arround March 2011, i know Lenny updates those files quite regularly too, so ill fix those 55 files that are conflicting with giga and i will also try to give the MDWeaponPack or ModernPistolPack (what ever they are called) an unique textures, templates and models too.

I dont think other packs should be conflicting with Giga, i can understand why DarkRealmsSkins packs are conflicting since Lenora and me exchange models regularly, but most other Skins and Props Packs shouldnt be a problem, if i finish today i will upload the file today at night, i guess i will add a few more things to Giga now that i have more damn work to do... there were few things i wanted to add like some FBI Agents and some UFO i did a week ago.

There was a tool called SkinSwitch2 which will come in handy for this matter.
Title: Re: GigaPack Final
Post by: Signothorn on 2011-10-21, 07:47:28
Awesome, just in time, I'm going on vacation after next week and will be working on my Seagal movie for the 1st time since I was promoted to store manager in May. I also owe some front page love for Redemption projects on P-V but my front page admin panel isn't functioning atm. Nice work as always DL. ;D
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-10-21, 10:40:18
Geesh! if not one thing its another! the damn SkinSwitch2 tool corrupts my models randomly, so i need to do this manually over milkshape... just great, its going to take more time this way.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-10-21, 13:23:44
Ok, i finished! it was much faster than i thought... but i wont upload now because i want to test more, if all goes well i will upload tonight.

I already installed both GigaPack and Both DarkRealmSkins Packs and encounter no error while proping or spawning characters, this should add much more compatibily.

I rather not mess with MDWeaponPack, if you got it installed you are going to need to remove it... i dont want any more extra work or i just might get tired and abandon the damn pack like usually do when i work too much on it.

As of now GigaPack contains 4,422 files in 20 folders!  i cant belive i did all that much crap.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-10-22, 07:49:32
I am having issues uploading the damn file, right now i am uploading but its going to take 8 hours and a half just to upload (usually do this at night) but something went wrong while i was asleep so the file transfer got stopped at 0.4% haha...

Anyway i tried the pack with many maps, skinpacks and itemspack and found no error, i tried to spawn each and every single character, item and prop from giga while having all the other nobs installed, 100% success this time... if by God knows you got another crash GEESH you are just gonga have to deal with it, i cannot try each and every single .nob file that exists, but as of now Giga is more stable with common and popular packs.

Mgust, When the file is available try it with all your stuff and let me know if you still got issues.

Title: Re: GigaPack Final
Post by: EtaYorius on 2011-10-22, 10:44:44
Oh my God! i just found something really AWSOME!! i dont know if anyone else have knew this, but i didnt!! it seems when vamp runs regularly it is CPU dependant, i have been checking Redemption performance with GPU-Z and it seems it Redemption never ever Full GPU force, my gpu was reporting that Redemption seems to only use 150mhz (20%) of my GPU! what a turd!! so when spawning lots of Giga characters the lagged horribly... but i just found a way to use Full GPU force! by going to shortcut, right click and properties, after the -console add another called -dxlevel 90 (to use DX9 to render) and my performance boosted by triple! i can spawn 3 times more models and GPU-Z showed that gpu usage was 100% (920mhz) and who knows if it can be forced to use DX11, my gpu is a AMD HD5770, i dont know if thats the same case on Geforce cards but at least i got a super performance boost! just letting know...
Title: Re: GigaPack Final
Post by: Javokis on 2011-10-22, 14:36:52
I'll have to try that when I get home. This kind of goes back to my initial theory that the issue was related to DX 7 using DX 9 models rather than just a NOD engine issue.

[edit]

I'm rather curious as to how this affects the Gemini Corporation map as that is normally quite a laggy map even on high performance computers.
Title: Re: GigaPack Final
Post by: Mort on 2011-10-22, 15:23:26
Quote
Mgust, When the file is available try it with all your stuff and let me know if you still got issues.

Righto sir.  Just give me a heads up when its ready for DL

Quote
i dont know if thats the same case on Geforce cards

I have a GeForce GTX 260 and tried adding the target line. I tested on Gemini Coorp to test Jakovis' theory, though it didn't appear to work.  Got the same amount of FPS on both tests.  Not sure if it differs between cards or what, but I thought id let you know.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-10-22, 19:54:20
Ok i tried this before going to work (same reason for arriving late haha) it seems that it does not boost performance but the frame rate seems much more stable, i tested this just arriving home... and it does seems to help since for some reason it feels smoother but not faster.

It is still a better way to use Redemption, i kinda feelt i was getting more fps but no, it just feels smoother but you still get same amount of FPS.


/Edit

Ok i did more test, it DOES helps redemption alot by using DX9 (dont be fooled it is not running on DX9 all it does is use DX9 API RENDER and allow you to use more your GPU instead of the CPU) but it DOES NOT gives more FPS, but you can actually spawn more stuff without getting all that much lag, i would definetly recomend to use this trick.

Try this on Prince mansion without it and spawn Giga Arab a few times, now try the same with -dxlevel 90 and you will not see more fps but more STABLE and less Lag, you will see what i mean.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-10-22, 20:34:41
Here is proof that makes redemption more stable, before i couldnt spawn more than 6 before my FPS droping to 14, now look how many spawned i got 60 FSP stable (when i pressed F12 my FPS went down to 57) now you see what i am talking?

I still get 14 fps in Gemini Corporation too... its just the damn map.


I was never EVER able to spawn this many models and keep this nice smooth framerate, going to spawn more and take another screen and see how much my fps drop.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-10-22, 20:41:39
Ok, second pic... there are actually 9 more Arabs than what the ST panel Shows, i am still getting a stable 31 FPS when closing the ST PANEL.

Title: Re: GigaPack Final
Post by: EtaYorius on 2011-10-22, 20:42:36
I will post pics without the -dxlevel 90 and you will see how much my fps will DROP.





By the way GigaPack_Final is up and ready to Download.


Now without -dxlevel 90 same performance and less arabns, FPS started going down quite fast to same performance as with -dxlevel 90 but much less arabs!! damn im so happy to have found this trick.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-10-28, 08:31:14
Damn! there are more bad news, like i said... if not one thing its another, it seems Signo found out that Giga is crashing E-mod, and i just found what is the problem, there seems to be an issue with Template file called "_GigaExp.not", for some reason when the file is inside Giga it makes E-Mod completely unstable, you dont even need to select a model from giga to get crash, it seems just the mere prescence of the file inside Giga makes E-Mod angry, i tried to open the file on Not Editor and found no issue on the file, so i have no frigging idea what the issue with E-Mod.

Now here is the good news... sort of... well, since its a template Issue i wont have to upload the whole damn AGAIN, all i need to do is to somehow fix the issue inside "_GigaExp.not"  and re upload only this file.

Since i have no idea whats wrong... i may just need to redo the whole file, this is going be really really boring and may take me up to 2 hours and i kinda feel sick of doing the whole file again, its not that hard but i kinda pisses me off to have to redo the file.
Title: Re: GigaPack Final
Post by: Luke1987 on 2011-10-29, 09:17:47
Hi.

First of all thanks for this great mod!
DX90 hack works good for my system too, can i use DX11? ;-)

Title: Re: GigaPack Final
Post by: Signothorn on 2011-10-30, 14:39:19
I'm not finding the _GigaExp.not file at all, I see 2 versions of _giga.not, _My_Giga.not and _Play_Giga.not.  >:(
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-10-30, 19:23:51
You must have a really really old version, you sure you downloaded and unpacked the Newest Giga?
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-10-30, 21:19:44
Hi.

First of all thanks for this great mod!
DX90 hack works good for my system too, can i use DX11? ;-)



Youre welcome, and i doubt DX11 will work hehe.


How come i can modify others replies? i accidentally hit Modify instead of Quote...
Title: Re: GigaPack Final
Post by: Signothorn on 2011-10-31, 00:35:23
Hi.

First of all thanks for this great mod!
DX90 hack works good for my system too, can i use DX11? ;-)



Youre welcome, and i doubt DX11 will work hehe.


How come i can modify others replies? i accidentally hit Modify instead of Quote...

Because you're a moderator. Also, you were right, I had a previous version of Giga still on my desktop. Piss.
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-10-31, 06:13:12
Holy crap! since when do i have such powers!?
Title: Re: GigaPack Final
Post by: Signothorn on 2011-10-31, 08:32:26
Holy crap! since when do i have such powers!?

I think I remembered Jav saying something a few years ago. We use SMF at PV, don't you see ip addresses at the bottom right hand corner of each post?
Title: Re: GigaPack Final
Post by: EtaYorius on 2011-10-31, 09:07:06
Yeah i do, so i been a mod for years? haha...
Title: Re: GigaPack Final
Post by: Tomsenj123 on 2018-11-26, 06:39:50
Hi i know im new here and i dont know if this forum is still activ... But i would like to ask if someone could reupload the Gigapack! I cant find it anywhere. :)
Title: Re: GigaPack Final
Post by: Paloma on 2019-01-20, 06:57:00
nicely put and well-informed
Title: Re: GigaPack Final
Post by: samspin on 2019-03-30, 06:05:34
If you're still looking for this, I have a link referencing it here: https://www.planetvampire.com/2018/09/dark-realm-update-september-2018/ Archive available here: https://samsfilecache.planetvampire.com/skins/GigaPack_1_28.zip
I hope this helps!
Sam