Well since the arrival of our baby boy, my 'office' has now become a bedroom and my PC has been mostly collecting dust in a corner somewhere. Now I have finally got around to getting a new desk for my new office (aka The Kitchen-Diner) I'll get my rig running and get back to work. Well, between changing nappies and watching Paw Patrol with my 2y daughter. I love that cartoon!
My next plan for wcpunl is to address an issue that is visible with MUP where the loading of high detailed ships mid-battle would cause a small pause to load the new detail. I've narrowed it down to the loading of the textures, rather than the loading of the mesh polygons. Prophecy tries to be efficient and doesn't load textures until the first time it is rendered. You can see this in the intro of MUP'd Ops when the two Excalibur's appear for the first time.
Fortunately there is a handy flag I can set that causes the textures to load when the mesh loads, rather than when the mesh is first rendered. All good, but Prophecy doesn't pre-load all mesh objects. If an object is statically placed in a mission, it is a PROP of the mission file and gets pre-loaded at the beginning of the mission. However, objects that are dynamically loaded (ships jumping in) are not a PROP and only get loaded as they jump in.
So my task is to pre-load everything at the start of a mission that is needed (or start of the game, if it doesn't chew up RAM too badly). I can already pre-load now and its working a treat, but I need to find a way of knowing what exactly to pre-load so I'm not blindly loading everything. Prophecy is very efficient in that it only loads each mesh object once and re-uses it for each ship in the game so I don't need to pre-load 20 morays or 10 Panthers. One of each will do the trick.
No job is too big, no pup is too small!