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Alright, so, this week was focusing on making the vore animations work again, and they are indeed working again! I did a big refactor to how the data and everything was stored which told each species what color to remap the parts to, this was, mostly able to be done with find and replace, however, I had to do it for the 50+ species that have compatibility haha, and even then, I still haven't fixed the quadrupeds yet, so they're going to look *very odd* until I do fix them, so, haif you do see any species where something seems off, like, the parts seem to be a few pixels in the wrong place, or they're the wrong color, do tell me! I probably messed something up in the data for them, I don't have the time to open the game and individually check every single species's personality, however, I believe they should all be ok, if there is anything off, it's probably going to be any species that isn't the standard body shape, like avali or anything similarI've added some functions that I'm going to use to make things a lot nicer as wellinside player deployment and npc main, there's now the equipmentSlotUpdated(slot, itemDescriptor)which is invoked whenever a player or npc's equipment is updated, therefore someone who has something in their script that changes based on equipment, you won't need to constantly check if the equipment changed in update() which was dumbthis'll be useful for armor that sets different parts or images per species or etc we'll see how I use it laterand a thing that, isn't incredibly visible to everyone else, but I'm in the process of, just, ripping out huge chunks of obsolete code now that we have the ability to access the engine, I've removed basically any and all references to the status effect, there's still some stuff lingering arounda lot of the stuff that printed errors when no error was actually occurring because I was simply checking if an asset existed should be goneI did, a lot of stuff honestly, so much that it's kinda escaping me what all I didEditOk so there's some sort of performance issue that weren't happening on my end, and I'm trying to determine the source of it, did fix some other stuff already, regardless, we'll see sometime week whether it worked or notIt might also be due to a compiler difference between osx and windows, I've been doing all my testing on osx because the game just compiles faster on that laptop despite my desktop being beefier? dunno if I'm just missing a compiler arg to make it actually use the beefregardless, I might have done something silly and it's a windows specific issueHowever I do want to make a note, there is, NO way to increase performance on this game via settings, the only things that "increase" performance is by making the game be running less scripts and less entities and less message spam, the 'performance settings' for the status effect in previous versions, all they did was just disable parts of the code in the animation status from running therefore putting less load on the game, but the animations would have been limitedanyone who's telling you they've made a mod you can get on the workshop that 'increases performance' is lying to you! all those mods end up doing is slowing down the update cycle of NPC and object scripts, and decreasing render distance and etc.the only mods I know in existence that can 'increase performance' are engine mods such as this like OpenStarbound and the like, and before that, StarExtensions because they all modify the code this game is runningas a minor note there, StarExtensions is likely incompatible with this I have no idea how a .dll mod will interact with a modified executable so remove that if you are using it

Comments

Kiri

Not sure if it's an issue with my machine but the performance on 3.0c tanked from 40-60fps in 3.0b or 2.8 down to 1-16~fps regardless of player location, but seems to shoot back up to 60 when in the pause menu.

LokiVulpix

try making a new character just to see if the performance is any different?

Skye Azael

You're not the only one with that problem.

LokiVulpix

because personally I've only had performance improvements, it's possible some other mod in combination with this is causing performance drops

Kiri

Should have included that detail, same fps with a new character created. Only had time to try it with a workshop added race tho so that might be the cause. Will try to dump every other mod and test again.

Kiri

Nope same fps drop-off with 3.0c only, clean install (full starbound folder deletion and revalidation of files) with only stardust core mod from the workshop active on new characters.

Blaze

Did it work? I'm having the same issue but every other update has been fine for me. My game slows a ton whenever I'm out of the menu and I don't think I have any mods aside from the core.

mikemik44

So appeartly dont clear the storage folder in starbound, or the npc's dont spawn in instanceworld:sbqHub for some reason. I know one npc or something is causing the issue with performance because when the world is clear its smooth fps

mikemik44

Oh its just didnt replace my exe file thats why

mikemik44

Still have performance issues in instanceworld:sbqHub i wonder if you had a performance mod on your side added or something. Maybe you messed with your in game settings. Or you reused the same world from the last version?

AceWingJack

i've gotten no performance issues but i just ate a pop-top as a spirit tree race and received a human light tan colored belly that differs to my pink/purple body.

LP

Did some testing wasn't sure where to post it. Windows Build: Ship stable fps Auri's area locked up controls /admin /debug Erhedius Mining Test started at 28 render fps dropped low about 10 when dropping down into enemy area Removing Monsters had little to no impact on fps on the first set of 3 platforms past the first door with 3+ enemies behind fps went back to 30-40 (system fps ~20, server fps 60) dropped from platforms fps dropped to 8.6 and became very hard or impossible to control character NPC Test ship stable 60fps[render fps] /spawnnpc human miner 1: fps dropped to ~40fps checked if removing npc restored fps back to 60 it does 2: fps dropped to ~15fps 3 fps dropped to ~ 12 4: fps dropped to ~9 started to lose control of character 5: fps dropped to the ~8.6 and could not control character Wanted to verify Auri's area render fps, but can't despawn the npc's spawned in previous test so now that save is locked up. Hope this helps seems to be something related to the npcs.

mikemik44

If i run a server then join it, its way less laggy but still is

stefan

Same here i've got lots of bugs with the npcs from Sbq glitching out completly and somme big fps problèms

stefan

and also i dont know if its just me but when i'm trying to join one of my worlds or to visit the sbq the game just glitch out and i'm stuck

Isaiah mulligan

idk if its just me but ever since getting the exe for windows and the files my fps is down to 10 fps and will crash after a few min and it got worse with the newest exe for windows also none oof the vore stuff works when i try it, it will crash instantly after testing but thats when im even able to bear with moving around my ship which runs at what feels like 12 fps but when i revert to the old files without the exe the game runs very smoothly

Isaiah mulligan

so update its just with the exe the files work just fine idk why but i cant use the exe my fps tanks hard

Isaiah mulligan

also never mind without the exe vore stuff doesnt work so yeah it will not work for me for some reason

Isaiah mulligan

last comment i had to swap back to 2.8 and everything is stable but i cant play the 3.0 updates they dont work for me