Open Float1ngFree opened 3 months ago
commy2 announced a long time ago making a pass over all of these in #1397.
There're many issues with GLA building particle effects, especially in damaged states and when switching to Fortified Structures. I was going to look into them after the Chinese are finished. Sadly, it seems there is still loads left for China, so it will take a while until I get to these.
I went through all faction buildings in my project and I'd say that the situation is not as bad as it seemed. You've got rid of basically half of them here with previous PRs, there are some GLA & China that need fixing, but that mostly relates to DAMAGED
and REALLYDAMAGED
states.
So regarding buildings - this could be not as serious as it seems. I will turn my attention towards units though as in every game there 's a lot more of units than buildings and they are to change states/effects more often.
While testing https://github.com/TheSuperHackers/GeneralsGamePatch/issues/2425 and looking for bad/lingering particle effects I've noticed that some of the effects on buildings are off, especially for different
ConditionState
models.This is similar to https://github.com/TheSuperHackers/GeneralsGamePatch/pull/1366, https://github.com/TheSuperHackers/GeneralsGamePatch/pull/1387, https://github.com/TheSuperHackers/GeneralsGamePatch/pull/1371, https://github.com/TheSuperHackers/GeneralsGamePatch/pull/1379, https://github.com/TheSuperHackers/GeneralsGamePatch/pull/1369 where listed
ParticleSysBone
were missing. Obviously there are a lot more structures with these bugs.Black Market (without Fortified upgrade):
The normal, undamaged structure (ConditionState = NONE) lists just one
ParticleSysBone = Smoke01 SmolderingSmoke
and it is properly attached on right side of the model in all states. It remains properly attached in other states. But other listed effects in other states are piled up in the middle, while minor, not listed effects are added by the system.https://github.com/TheSuperHackers/GeneralsGamePatch/assets/17320562/b151aaa8-2526-43d2-ac8f-22811f04a503
The fortified one seems ok:
Therefore, it got me questioning the whole idea of these effects other than the
NONE
state from performance standpoint. Are they really needed whenDAMAGED
andREALLYDAMAGED
states are adding effects by default?For instance, I don't agree with https://github.com/TheSuperHackers/GeneralsGamePatch/pull/1396 (adding effects) or https://github.com/TheSuperHackers/GeneralsGamePatch/pull/1371 (fixing bones) as these are adding more long-going effects/particleSystems and the game is obviously struggling with particle pool exhaustion.
Surely, at least all fractions/generals buildings should be checked and corrected.
But IMO we should rather try to reduce the number of particleSystems overall. Leave ones in normal state and leave only the damage effects that are default with
DAMAGED
,REALLYDAMAGED
andRUBBLE
states. Maybe even get rid of some particleSystems for some buildings.I do appreciate that they make buildings look alive, but how many does the game need and at what cost? Do they need to be in all condition states?