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Re: LOW FPS
[Re: MaxF]
#22017
01/13/04 07:40
01/13/04 07:40
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Joined: Oct 2003
Posts: 1,258 Virginia, USA
qwerty823
Senior Developer
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Senior Developer
Joined: Oct 2003
Posts: 1,258
Virginia, USA
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Pressing the F11 key shows the debug panel. The values and their meanings are in the manual ( A6 Engine / Keys And Statistics ). The ones you probably want to look at are the ones under the "ms" heading, so you can see what time is being spent doing what. If you still need help, post those numbers here ( or a screenshot with them if you want.)
Never argue with an idiot. They drag you down to their level then beat you with experience
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Re: LOW FPS
[Re: qwerty823]
#22018
01/13/04 13:08
01/13/04 13:08
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Joined: Jul 2002
Posts: 1,364 Minbar
MaxF
OP
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OP
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Joined: Jul 2002
Posts: 1,364
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Hi qwerty823
Well I have this screen shot but I don't know what it means!
I looked at the manual and if I'm reading this rigth, it's say that "panels & screen entities" & "screen refresh" but there are no panels.
Last edited by MaxF; 01/13/04 13:15.
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Re: LOW FPS
[Re: MaxF]
#22019
01/14/04 00:20
01/14/04 00:20
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Joined: Oct 2003
Posts: 1,258 Virginia, USA
qwerty823
Senior Developer
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Senior Developer
Joined: Oct 2003
Posts: 1,258
Virginia, USA
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Hmm... my guess is that there is a text somewhere using a true type font, maybe from the templates. It could be that it doesnt have any visible text, but if its visible, you take the hit. On my system its only about 5ms or so, but its a 3.0 Ghz P4/1G ram, and an ATI Radeon 9800 card.
The only other thing I can think of would be if you changed any of the d3d_* settings, as they can change things as well. Would you mind posting your main script?
Never argue with an idiot. They drag you down to their level then beat you with experience
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Re: LOW FPS
[Re: qwerty823]
#22020
01/14/04 11:53
01/14/04 11:53
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Joined: Jul 2002
Posts: 1,364 Minbar
MaxF
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Hi
It's just the old template code.
/////////////////////////////////////////////////////////////////////////////////// // GameStudio main script //////////////////////////////////////////////////////////////////////////// // Files to over-ride: // * logodark.bmp - the engine logo, include your game title // * horizon.pcx - A horizon map displayed over the sky and cloud maps //////////////////////////////////////////////////////////////////////////// // The PATH keyword gives directories where game files can be found, // relative to the level directory path "C:\\Program Files\\GStudio6\\template"; // Path to WDL templates subdirectory
//////////////////////////////////////////////////////////////////////////// // The INCLUDE keyword can be used to include further WDL files, // like those in the TEMPLATE subdirectory, with prefabricated actions include <movement.wdl>; include <messages.wdl>; include <menu.wdl>; // must be inserted before doors and weapons include <particle.wdl>; // remove when you need no particles include <doors.wdl>; // remove when you need no doors include <actors.wdl>; // remove when you need no actors include <weapons.wdl>; // remove when you need no weapons include <war.wdl>; // remove when you need no fighting include <mycode.wdl>; //include <venture.wdl>; // include when doing an adventure include <lflare.wdl>; // remove when you need no lens flares
//////////////////////////////////////////////////////////////////////////// // The engine starts in the resolution given by the follwing vars. var video_mode = 8; // screen size 640x480 var video_depth = 32; // 16 bit colour D3D mode
// var d3d_shadowdepth = 24; // var d3d_alphadepth = 32; // var d3d_vbuffersize = 128;
// var d3d_transform = on;
///////////////////////////////////////////////////////////////// // Strings and filenames // change this string to your own starting mission message. string mission_str = "Fight your way through the level. Press [F1] for help"; string level_str = <l1.WMB>; // give file names in angular brackets
///////////////////////////////////////////////////////////////// // define a splash screen with the required A4/A5 logo bmap splashmap = <logodark.pcx>; // the default logo in templates panel splashscreen { bmap = splashmap; flags = refresh,d3d; }
//////////////////////////////////////////////////////////////////////////// // The following script controls the sky sky horizon_sky { // A backdrop texture's horizontal size must be a power of 2; // the vertical size does not matter type = <horizon.pcx>; tilt = -10; flags = scene,overlay,visible; layer = 3; }
///////////////////////////////////////////////////////////////// // The main() function is started at game start function main() { // set some common flags and variables // warn_level = 2; // announce bad texture sizes and bad wdl code tex_share = on; // map entities share their textures
// center the splash screen for non-640x480 resolutions, and display it splashscreen.pos_x = (screen_size.x - bmap_width(splashmap))/2; splashscreen.pos_y = (screen_size.y - bmap_height(splashmap))/2; splashscreen.visible = on; // wait 3 frames (for triple buffering) until it is flipped to the foreground wait(3);
// now load the level level_load(level_str); // freeze the game freeze_mode = 1;
// wait the required second, then switch the splashscreen off. sleep(1); splashscreen.visible = off; bmap_purge(splashmap); // remove splashscreen from video memory
// load some global variables, like sound volume load_status();
// display the initial message msg_show(mission_str,10);
// initialize lens flares when edition supports flares ifdef CAPS_FLARE; lensflare_start(); endif;
// use the new 3rd person camera move_view_cap = 1;
// un-freeze the game freeze_mode = 0;
// client_move(); // for a possible multiplayer game // call further functions here... }
///////////////////////////////////////////////////////////////// // The following definitions are for the pro edition window composer // to define the start and exit window of the application. WINDOW WINSTART { TITLE "3D GameStudio"; SIZE 480,320; MODE IMAGE; //STANDARD; BG_COLOR RGB(240,240,240); FRAME FTYP1,0,0,480,320; // BUTTON BUTTON_START,SYS_DEFAULT,"Start",400,288,72,24; BUTTON BUTTON_QUIT,SYS_DEFAULT,"Abort",400,288,72,24; TEXT_STDOUT "Arial",RGB(0,0,0),10,10,460,280; }
/* no exit window at all.. WINDOW WINEND { TITLE "Finished"; SIZE 540,320; MODE STANDARD; BG_COLOR RGB(0,0,0); TEXT_STDOUT "",RGB(255,40,40),10,20,520,270;
SET FONT "",RGB(0,255,255); TEXT "Any key to exit",10,270; }*/
///////////////////////////////////////////////////////////////// //INCLUDE <debug.wdl>;
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Re: LOW FPS
[Re: MaxF]
#22021
01/15/04 00:24
01/15/04 00:24
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Joined: Oct 2003
Posts: 1,258 Virginia, USA
qwerty823
Senior Developer
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Senior Developer
Joined: Oct 2003
Posts: 1,258
Virginia, USA
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Can you post what is in mycode.wdl? Thats not a template file.
Never argue with an idiot. They drag you down to their level then beat you with experience
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Re: LOW FPS
[Re: MaxF]
#22023
01/15/04 15:02
01/15/04 15:02
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Joined: Oct 2003
Posts: 1,258 Virginia, USA
qwerty823
Senior Developer
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Senior Developer
Joined: Oct 2003
Posts: 1,258
Virginia, USA
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Well, first thing you can try is to comment out any template scripts that arent being used (you'll just have to know what your using, or try one and see if you get an error).
Also, try switching between full screen and windowed mode, and see if that makes a difference. Ive seen some bad fps in windowed mode on certain hardware.
If all else fails, you can zip your level and send it to me if you'd like, but I don't know if I'd be able to reproduce the frame rate problem on my machine.
There were a few threads I've seen about engine changes and things like d3d_anisotropy that might affect certain cards. Also you can try setting d3d_transform = off (turns on A5 mode) and see if that changes anything.
Let me know what you find, and Ill see what else I can dig up.
Never argue with an idiot. They drag you down to their level then beat you with experience
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