Author Topic: Terrain flicker  (Read 850 times)

Offline LLv34_Snefens

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Terrain flicker
« on: November 01, 2003, 11:04:39 AM »
With the latest version I get a problem with shades flickering on the ground. Screenshot
The zigzag-pattern changes rapidly. It is seen easiest when approx 3000 ft above ground looking straight down. When lower it starts to blend more into terrain, but still visible.

Stutter also seems to have gotten worse. The amount can be seen by looking at the netstatus, that gives a large peak with every stutter. In the example here that means approx 9 major stutters. Stutter

Finally the propellor on the P51 when on rwy after launch slowly turns transparent and disappear, even when engine is kept off.

P3-800@834Mhz
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Offline kbman

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Terrain flicker
« Reply #1 on: November 01, 2003, 02:02:46 PM »
Hi snefens,
                  I am also seeing what you are with terrain and stuttering. I was able to stop the icon flashing by disabling my DSL connection before opening AHII though it didnt help with the stuttering. How did you enable netstat to make that screenshot? I was unable to find it anywhere in clipboard controls. Is there a dot command for it?Thanks in advance.

kbman

Offline Shane

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Terrain flicker
« Reply #2 on: November 01, 2003, 03:06:32 PM »
i think the shades flickering is your vid cared trying to draw all the objects with the trees...  trunks and layers... too many to render all at once over a broad view...
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Offline fuzeman

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Netstats are ....
« Reply #3 on: November 01, 2003, 03:15:41 PM »
kbman, I think netstat can be found by clicking on the radarmap, might even be a right click.
It will bring up a menu that has netstat and field icons & names and other things .
There is a lot more right click ability in AH2.

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Offline gunahurl

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Same here
« Reply #4 on: November 01, 2003, 06:42:01 PM »
I'm also getting the terrain flicker that you discribed with this latest Bata release. (1.992)


Operating System: Windows XP Pro Version 2002 service pack 1
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Display Memory: 128.0 MB
Current Mode: 1024 x 768 (32 bit) (60Hz)

Offline LLv34_Snefens

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Terrain flicker
« Reply #5 on: November 01, 2003, 07:19:57 PM »
Quote
Originally posted by Shane
i think the shades flickering is your vid cared trying to draw all the objects with the trees...  trunks and layers... too many to render all at once over a broad view...


Now you mention it, the new trees DO seem to have a similar flicker, while the "old" floating discs look normal.
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Offline Bullethead

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Terrain flicker
« Reply #6 on: November 01, 2003, 09:44:11 PM »
P4-1.7GHz, 512MB, 128MB Radeon 9600 Pro, WinME, DirectX 9.0

Same problem here with the flickering ground cover.  It looks like each terrain tile now has some sort of 2nd skin on it, kinda like the "bases" under airfields and strat factories.  "These terrain bases" are what are doing the flickering, not the trees and stuff on top of them.