View Full Version : slow animation
KevinRanger95
June 22nd, 2005, 01:30 PM
when playing and mostly while moving vehicles and firing weapons, the vehicles studder across the move area, and the animation of missles and machine gun or cannon fire is very slow, what section or what do I do to speed this up!
I have checked to see if I had any open programs and defraged my computer!
Arralen
June 22nd, 2005, 02:00 PM
*deleted wrong info*
What are you systems'specs? (Dxdiag please, not "P4-200" or something)
Alby
June 22nd, 2005, 02:08 PM
I got same here, sloooow motion, sounds cut in and out
Pyros
June 22nd, 2005, 02:11 PM
Hi,
Try to adjust the animation level located in the preference screen.
cheers,
Pyros
Randall
June 22nd, 2005, 02:20 PM
Same problem here. Slow animation, stuttering animation and sound.
Dxdiag sys info is:
System Information
------------------
Time of this report: 6/22/2005, 12:18:12
Machine name: RAND
Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519)
Language: English (Regional Setting: English)
System Manufacturer: Dell Computer Corporation
System Model: Dimension 8100
BIOS: Phoenix ROM BIOS PLUS Version 1.10 A02
Processor: Intel(R) Pentium(R) 4 CPU 1300MHz
Memory: 640MB RAM
Page File: 384MB used, 1180MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 9.0c (4.09.0000.0904)
DX Setup Parameters: Not found
DxDiag Version: 5.03.2600.2180 32bit Unicode
Arralen
June 22nd, 2005, 02:24 PM
Sorry, I lied...
Actually, I simply forgot there IS a way to fiddle with the animation speeds.
open "\Game Data\Camogame.ini" and look for the follwing entries:
----------------------------------------------------
[graphics]
; graphics timings
; minimum graph delay (in milliseconds) between frames
; set to 0 to pump out graphics as fast as your CPU can handle,
; try larger numbers to slow down very fast CPU/GFX cards
Graphdelay=40
;How much to wait per hex a unit moves (Milliseconds)
UnitMoveDelay=50
---------------------------------------------------
Set both to 4 or 5 resp. and watch the action fly by.
On the other hand, this shouldn't be necessary on any decent machine, so I wonder what the real culprit is...
concerning DxDiag - I need the "whole thing"
.. not only the first 20 lines or so. It should generate a multiple-page txt file with lots of info about hardware and drivers ...
nosrac
June 22nd, 2005, 03:47 PM
im having the same problem with slow animation speed and sound.
Edited: moved the dxdiag result as attachment
MadSlob
June 22nd, 2005, 04:01 PM
Have just tweaked the game ...Had slowish animation before reading one of the posts here...Have tweaked and all is welll...runs like a dream:) MD
Mobhack
June 22nd, 2005, 04:04 PM
MadSlob said:
Have just tweaked the game ...Had slowish animation before reading one of the posts here...Have tweaked and all is welll...runs like a dream:) MD
As a matter of interest - what tweak worked for you?
(After a few days here there will likely be a sticky post with helpful stuff gleaned from the first few days "in the trenches" as it were http://forum.shrapnelgames.com/images/smilies/happy.gif!
Cheers
Andy
KevinRanger95
June 22nd, 2005, 05:38 PM
Well that was it, I had to change it from 0 to about 20 and I had to jump behind the couch cause it came to fast, but its a personal preference you just have to find it, so who ever has this problem follow these steps
Alby
June 22nd, 2005, 05:43 PM
graphics]
; graphics timings
; minimum graph delay (in milliseconds) between frames
; set to 0 to pump out graphics as fast as your CPU can handle,
; try larger numbers to slow down very fast CPU/GFX cards
Graphdelay=40
;How much to wait per hex a unit moves (Milliseconds)
UnitMoveDelay=50
This fixed it
Thanks.
I think the sound problem is caused ny the sound made when you click the mouse, it plays at same time as other sounds.
JPYBasser
June 22nd, 2005, 09:28 PM
My units really speed across the map, I am glad that there is a way to slow them down. I'll try it. However, the sounds are very inconsistent. I tried a saved game from SPMBT and scenario #6 with WinSPMBT. I get very inconsistent sounds or delayed sounds with both scenarios and with the default oob's and my SPMBT oobs which were the SPMBT 3.0 oobs with beefed up values for cluster weapons.
Seems like most units have the same sound numbers as in the old oob's.
Not sure what is going on with sound. But everything else works perfectly.
Mobhack
June 22nd, 2005, 09:44 PM
JPYBasser said:
My units really speed across the map, I am glad that there is a way to slow them down. I'll try it. However, the sounds are very inconsistent. I tried a saved game from SPMBT and scenario #6 with WinSPMBT. I get very inconsistent sounds or delayed sounds with both scenarios and with the default oob's and my SPMBT oobs which were the SPMBT 3.0 oobs with beefed up values for cluster weapons.
Seems like most units have the same sound numbers as in the old oob's.
Not sure what is going on with sound. But everything else works perfectly.
Saved games are not upwards-compatible. They are quite likely to crash WinSPMBT, especially since the sound system is completely different (despite the numbers being the same!), and the video replay, some memory organisation, allocation and so forth.
As I posted elsewhere, OOBS, and scenarios with some care taken, and maps are upwards compatible.
Cheers
Andy
JPYBasser
June 22nd, 2005, 09:49 PM
Ok but I have encountered the sound issues with scenario 6 NVA v. SVN and using the default (stock) oob's. However, setting the movedelay to 200 worked for my computer with the units moving too fast. I like that feature.
Alby
June 22nd, 2005, 10:32 PM
I just now changed out about 15 sounds
Things runing much smoother now
They didnt quite seem "in-sync" before.
some of those Mp3s have like a slight click or pause at the beginning, that was causing things to seem out of sync to me I think.
KevinRanger95
June 22nd, 2005, 10:47 PM
so how did you fix the sound, give me some steps, cause i get that pause too
Alby
June 22nd, 2005, 11:40 PM
Like I said, I changed about 15 of the sounds
(used other sounds from another game)
not done yet
still trying to figure out what weapon uses what.
Sewter
June 23rd, 2005, 02:54 AM
The only time I get slow animation is during ATGM firing. Everything else works fine! Does anyone else have this particular issue?
junk2drive
June 23rd, 2005, 02:59 AM
I had the high speed problem like the DOS version without moslo. Set the ini to 100 and 100. That helped maybe too much. I will play with the numbers as I adjust to the game.
I always play with all sounds off so I don't have the sound problems others have had.
SvenKessen
June 23rd, 2005, 09:29 AM
Similar problem with anti-tank engagements over here. Not just ATGMs but also with AP rounds etc.
First delay when firing on the unit (~1 second before the round is actually fired), second delay in case of a hit (optional hit sound - delay - exploding tank animation and sound or bounce sound...)
Other than that I could fix the speed to good results, but with that nothing worked so far, neither from the .ini-file nor the preferences. Turning off sound also didn't work. Encountered that in several scenarios in the package.
Sven
Randall
June 23rd, 2005, 09:36 AM
I tweaked the ini file graphic settings and it improved the graphics speed but I am still geting the stuttering sound issue. The sound seems to pause, cut off or skip sound effect entirely at various times. No real consistency or pattern noted though it seems slightly more frequent when the AI is having its turn.
The scenario I have been using for testing setting etc is the first one, the tutorial
Here is the full dxdiag as requested
Edited: Moved the dxdiag result as attachment
gdm
June 23rd, 2005, 10:10 AM
I played with the graphics delay setting, first set it at 20, didn't work very well. Currently set on 10, but still not happy with results. I will keep working with it and hopefully I will arrive at a setting that works.
I have purchased the CD and I hope that this problem does not appear when I install the CD version, if it does I will not be a happy camper.
I have not played the game for any long period of time, but inital impression is that the Camo Group has done an outstanding job and I am looking forward to the SPWW2 version.
GDM
MadSlob
June 23rd, 2005, 03:37 PM
I like a short message delay so that action is fast and furious,fast scroll speed and a relatively fast unit movement speed...see attachment for the settings that i have http://forum.shrapnelgames.com/images/smilies/happy.gif...regards MD
(comp specs:CPU AMD XP1800+,GFX: nvidia FX5600XT 128mbs, XP Pro 512mb PC2100 ram)
FJ_MD
June 23rd, 2005, 03:40 PM
Hey! This is how to make winspmbt a real time strategy game! http://forum.shrapnelgames.com/images/smilies/happy.gif
Mobhack
June 23rd, 2005, 04:03 PM
MadSlob said:
I like a short message delay so that action is fast and furious,fast scroll speed and a relatively fast unit movement speed...see attachment for the settings that i have http://forum.shrapnelgames.com/images/smilies/happy.gif...regards MD
(comp specs:CPU AMD XP1800+,GFX: nvidia FX5600XT 128mbs, XP Pro 512mb PC2100 ram)
Have you set message delay to the minimum in the preferences screen as well?
Cheers
Andy
MadSlob
June 23rd, 2005, 04:23 PM
here is the other attachment i tried to post with the other...i guess only 1 attachment at a time then!! MD
MadSlob
June 23rd, 2005, 04:36 PM
yes message delay is set at "off" and works fine m8! http://forum.shrapnelgames.com/images/smilies/happy.gif cheers MD
JaM
June 23rd, 2005, 05:21 PM
I have same problem, but my message delay are off, but still it takes time between two sounds (hit, explosion...),movement is ok.
DRG
June 23rd, 2005, 11:18 PM
Alby said:
I just now changed out about 15 sounds
Things runing much smoother now
They didnt quite seem "in-sync" before.
some of those Mp3s have like a slight click or pause at the beginning, that was causing things to seem out of sync to me I think.
Send me the numbers of the files you felt had a delay too long. Nobody complained about this in testing and now I've read a couple of posts like this
drg@shrapnelgames.com
Alby
June 24th, 2005, 11:03 PM
I had them written down but now cant find it.
Two of the culprits were the Artillery hits (larger caliber) and Vehicle being destroyed sound, I believe.
As well as the vehicle movement sound..the one taken from saving pvt ryan...
The ricochet sound was giving me problems, it plays before a vehicle gets destroyed for some reason. the mouse click also is one that causes problems
Shadowcougar
June 25th, 2005, 02:39 AM
had a slow animation issue and cut the delays in half. works fine now
airborne1
June 25th, 2005, 09:58 PM
My animation was slow but changing the graphic delay fixed it. I am having trouble scrolling across the battlefield. It seems like the system move in three or four row chunks stops then move another batch of rows stops and then moves another batch of rows. Computations for hits also appear to be slow.
I am running a compaq with an athalon xp 2000, 1.67 GHZ with 224 mb of ram, with S3 pro savage DDR. Also am running windows XP service pack 2.
DRG
June 25th, 2005, 10:09 PM
airborne1 said:
My animation was slow but changing the graphic delay fixed it. I am having trouble scrolling across the battlefield. It seems like the system move in three or four row chunks stops then move another batch of rows stops and then moves another batch of rows. Computations for hits also appear to be slow.
I am running a compaq with an athalon xp 2000, 1.67 GHZ with 224 mb of ram, with S3 pro savage DDR. Also am running windows XP service pack 2.
Try changing the map scroll sensitivity number and the scroll speed number found in the MISC tab of the start up "Game Options" program. Play around with them untill you find something you are comfortable with
Don
RVPERTVS
September 5th, 2005, 09:24 PM
I'm getting slow animation on atagm fires
I had slow mo on many animations but the fixes given in this post seem to have solved the problems, but the atagm fire issue just mentioned persists
Dxdiag attached, can someone take a look just to see if there's something wrong?
RVPERTVS
September 5th, 2005, 09:25 PM
Sorry, here's the attachment
DRG
September 5th, 2005, 11:41 PM
The ATGM animation was never very zippy. I don't know what you consider slow or the details about your system but wait for the patch before changing anything
Don
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