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PASSABLE Bug?
#358751
02/13/11 10:23
02/13/11 10:23
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Joined: May 2008
Posts: 2,113 NRW/Germany
alibaba
OP
Expert
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OP
Expert
Joined: May 2008
Posts: 2,113
NRW/Germany
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I don´t know, wether this is a bug or not, so i posted it here. I always thought that PASSABLE increases the performance, because there is no collision calculation. But i uploaded an example. There you can spawn some aliens, and the weapon is passable, but if there are are more or less 15 aliens, then the game starts to lag, even with such an easy code. you can spawn aliens with t and move with w,a,s,d. the aliens will just follow you. As i said, spawn 15 aliens and look at them, until they are behind each other. the game will totally lag. And now i found out one more thing. If the "weapon" is lowpoly,then everythig is fine, but if it´s highpoly then it starts to lag. Please try this out and tell me if this is a bug or a mistake from me. I hope you understand what i mean. In the folder are 2 weapon models. "weapon.mdl" is the highpoly one and "weapsson.mdl" is the lowpoly one. you have to rename them if you want to see the differences between high and lowpoly. Here is the example: http://ifile.it/df0evrmAuf Deutsch: Ich wusste jetzt nicht ob das in bug ist oder nicht, deshalb habe ich das hier hin gepostet. Mein Problem ist, dass Passable modelle die Performance um einiges verringern. Ich habe ein Bsp. hochgeladen. Da kann man Aliens mit t erzeugen und den player mit WASD bewegen. Wenn man nun 15 Aliens oder mehr hatm die hintereinander vor dem Player stehen , dann geht die FPS rate in den Keller. Könntet ihr das bitte mal testen und wenns bei euch auch so ist bestetigen?. Der Downloadlink ist oben. EDIT: Please limit the FPS to 60, i forgot that.
Last edited by alibaba; 02/13/11 10:27.
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Re: PASSABLE Bug?
[Re: alibaba]
#358752
02/13/11 10:36
02/13/11 10:36
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
Serious User
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Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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I think is a problem of your hardware's limitations, I spawned 40 aliens and I get 48 fps at 1680x1050, 20 fps with 90 aliens and 15 with 100 aliens. My hardware is below
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: PASSABLE Bug?
[Re: alibaba]
#358765
02/13/11 11:37
02/13/11 11:37
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
Expert
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Expert
Joined: Apr 2005
Posts: 4,506
Germany
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Please. Pleasepleaseplease... Whenever you (all of you  ) zip something, make sure that it contains a folder where the files are located. This way they won´t produce a big mess in my download folder when I unpack them by rightclick.  Sounds reasonable? c_move(my,vector(5,0,0),nullvector,IGNORE_PASSABLE|GLIDE); This will give heavy lag, due to the fact that the aliens try to solve there blocking. Glide produces a lot of overhead. They should stop moving after impact and they should go on when they have the room to move. Also this one is suboptimal: c_move(my,nullvector,vector(0,0,-c_trace(my.x, vector(my.x,my.y,my.z-2000),IGNORE_ME+IGNORE_SPRITES+IGNORE_MODELS+USE_BOX)),IGNORE_PASSABLE|GLIDE|IGNORE_PASSENTS); It will pull down the enemy, regardless of its real distance to the ground. Will result in lag and stucking.
no science involved
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Re: PASSABLE Bug?
[Re: alibaba]
#358767
02/13/11 11:42
02/13/11 11:42
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
Serious User
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Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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I have limit of 60fps as I'm on fullscreen mode, after waiting them to be in front of me, here are the results:
weapon.mdl: 20 aliens 60 fps, 40 aliens 37 fps, 100 aliens 10 fps.
wedapon.mdl: 20 aliens 60 fps, 40 aliens 60 fps, 100 aliens 26 fps.
Last edited by painkiller; 02/13/11 11:43.
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: PASSABLE Bug?
[Re: painkiller]
#358770
02/13/11 11:48
02/13/11 11:48
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Joined: May 2008
Posts: 2,113 NRW/Germany
alibaba
OP
Expert
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OP
Expert
Joined: May 2008
Posts: 2,113
NRW/Germany
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@fogman OK, i´ll consider this the next time  And thanks for your tip, i´ll try that. @painkiller you see the differece? 40 Aliens from 60 to 37 fps. When i have over 300 pyhsx objects moving on the screen, the framerate is still 60. But i´ll try the suggestions of fogman. But i have a question, why the framerate goes down when the aliens comes near? because if they are a bit far from me, the everything is fine. If you want you can reset the ZNEAR flag and see that it only lags, when they are in the weapon.
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Re: PASSABLE Bug?
[Re: alibaba]
#358771
02/13/11 11:53
02/13/11 11:53
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
Expert
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Expert
Joined: Apr 2005
Posts: 4,506
Germany
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"The bigger a model or sprite is scaled, and the closer it is to the camera, the slower it is rendered. The rendering time depends on the number of pixels that the object covers on the monitor." http://www.conitec.net/beta/framerate.htm
no science involved
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Re: PASSABLE Bug?
[Re: fogman]
#358772
02/13/11 11:55
02/13/11 11:55
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Joined: May 2008
Posts: 2,113 NRW/Germany
alibaba
OP
Expert
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OP
Expert
Joined: May 2008
Posts: 2,113
NRW/Germany
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I found the problem! I forgot to add the lines IGNORE_PASSABLE+IGNORE_PASSENTS to my gravity code  Oh man, this is what i hate about programming. you spent over 2 days because of a bug, and then it´s just a flag you´ve forgot to set! GRRRRR!!!!! MAN!!
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