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 S.A.W. *(26/12/2014) UPDATE: V11.2 [STEAM WORKSHOP] 
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Post Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
Ace1214 wrote:
have you added in an option for less lag yet?

Anyone who asks for this are all asking him to make days worth of minor changes, to his (I assume) already busy schedule.

I would chill.


Wed Jul 11, 2012 9:37 am
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Post Re: S.A.W. *(11/07/2012) UPDATE: V11.0.2.1 (Less lag option)
All right, well lucky me (and you too) the changes actually didn't screw with anything else, or at least I hope not.

Here's what I've got so far for a lag-less version.

Right now all it does is:

- Remove all idle shield effects (Bubble effect is gone, but hit effects will still show.) Including RAX's shield malfunction effect.
- Laser pointer no longer has a trail and will only show a hit point.
- Some Mech effects have been removed or tweaked

If there's anything else that gives lag that I may have missed, let me know and I'll see what I can do.

Enjoy your mod with 3 decimals in the version number.


Attachments:
File comment: Just add contents to the SAW.rte folder
SAWlessLag.rar [52.09 KiB]
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Wed Jul 11, 2012 10:10 am
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Post Re: S.A.W. *(11/07/2012) UPDATE: V11.0.2.1 (Less lag option)
Coops9753 wrote:
All right, well lucky me (and you too) the changes actually didn't screw with anything else, or at least I hope not.

Here's what I've got so far for a lag-less version.

Right now all it does is:

- Remove all idle shield effects (Bubble effect is gone, but hit effects will still show.) Including RAX's shield malfunction effect.
- Laser pointer no longer has a trail and will only show a hit point.
- Some Mech effects have been removed or tweaked

If there's anything else that gives lag that I may have missed, let me know and I'll see what I can do.

Enjoy your mod with 3 decimals in the version number.

oh maw gawsh your the best! *interweb hugs*


Wed Jul 11, 2012 5:57 pm
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Post Re: S.A.W. *(11/07/2012) UPDATE: V11.0.2.1 (Less lag option)
Thanks, coops! I really appreciate the less lag mod.

Unfortunately, it doesn't work. As I suspected it doesn't have to do with the visual effect (for me, anyways). I did some mucking about in the scripts with a friend and found the lag results from the way the shield calculates the bullet resisting effect itself, so adding in a "break" somewhere and some other things I can't recall mitigated the lag. But the more we made changes to reduce lag the less effective the shield was, as sometimes bullets would simply pass through.

Some things to note:

We weren't editing shield properties section.

CC doesn't lag normally, nor with other mods.

My PC specs: Intel Core 2 Duo E8500 3.16 GHz, Radeon HD4890 1gb, 3gb DDR2 800 system ram.

I lost the file but the changes were fairly easy to implement so if you want to look at the changes I made, let me know.

And again, thanks for your effort, it's really great to see a modder catering to even a small portion of people (since others don't seem to have this issue.) :grin:


Wed Jul 11, 2012 8:57 pm
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Post Re: S.A.W. *(11/07/2012) UPDATE: V11.0.2.1 (Less lag option)
For some reason, half of the weapons don't fire anymore for me. I've just updated my game to V27 and have reinstalled what mods i could and all the KME weapons just don't fire, any ideas why? I'm on a laptop and running win 7, i think i was playing on V24 before and it all worked just fine.

As a side note, brilliant mod by the way, i've had a hell of a lot of fun with these guys!


Mon Aug 27, 2012 4:00 am
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Post Re: S.A.W. *(11/07/2012) UPDATE: V11.0.2.1 (Less lag option)
Anything show up in the console?

And you are using this version of SAW, right?


Mon Aug 27, 2012 4:02 am
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Post Re: S.A.W. *(11/07/2012) UPDATE: V11.0.2.1 (Less lag option)
Yeah, i downloaded the latest version on the links you have on the first post.

I don't know how to get the console up, i'll see if i can figure it out though and post whatever results i get, if any.


Mon Aug 27, 2012 2:32 pm
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Post Re: S.A.W. *(11/07/2012) UPDATE: V11.0.2.1 (Less lag option)
To open the console just press tilde (~).

Should be at the top left of your keyboard, below the Escape key and to the left of your 1 key.


Mon Aug 27, 2012 9:49 pm
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Post Re: S.A.W. *(11/07/2012) UPDATE: V11.0.2.1 (Less lag option)
If you use a different keyboard nationality, then it may be a different key. It is most likely in the same place as Coops described, however.


Mon Aug 27, 2012 9:51 pm
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Post Re: S.A.W. *(11/07/2012) UPDATE: V11.0.2.1 (Less lag option)
I've looked into it a bit further it only seems to be a problem on the gamemode I downloaded - One man army extended.

Console didn't say anything useful either. Trying to fight EAF against SAW on the campaign is irritating me as well, damn thing keeps crashing.


Wed Aug 29, 2012 6:08 pm
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Post Re: S.A.W. *(11/07/2012) UPDATE: V11.0.2.1 (Less lag option)
can you make a tougher yet shield less version of the mech cause the shield lags horribly and the less lag option is not helping


Sat Sep 01, 2012 3:49 am
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Post Re: S.A.W. *(11/07/2012) UPDATE: V11.0.2.1 (Less lag option)
Did you install the less-lag option correctly? Cause otherwise it shouldn't be lagging.


Sat Sep 01, 2012 4:22 am
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Post Re: S.A.W. *(11/07/2012) UPDATE: V11.0.2.1 (Less lag option)
There seems to be a problem with the multi purpose tool. When I set the ai to dig somewhere or put it in gold dig mode, it doesnt want to use the digger. In fact, he made everything even worse by using Unitech's hyper sprayer instead! XD.


Sun Sep 02, 2012 11:11 am
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Post Re: S.A.W. *(11/07/2012) UPDATE: V11.0.2.1 (Less lag option)
I found that the multi purpose tool can dig through ANYTHING but gold. I was digging through soil with a LOAD of gold and all that was left was a gigantic pile of gold. The ai also doesnt want to use that tool for digging even when given instructions.



Edit: oops, I accidentally double posted cause when I posted the first one it didn't appear on this thread :/


Sun Sep 02, 2012 3:33 pm
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Post Re: S.A.W. *(11/07/2012) UPDATE: V11.0.2.1 (Less lag option)
That is a current bug that is already noted.

The way the digger was scripted makes it kind of difficult for it to properly dig gold.

I'd either have to make the digger actually fire out MOPixels (And not spawn them via lua) and just teleport them to wherever shot at.

or

Have the digger check for gold that's hit, delete it, and artificially give you gold.

Sorry for the late response, I miss these replies sometimes.


Fri Sep 28, 2012 8:02 pm
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