Author Topic: Few problems  (Read 2852 times)

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Offline Kobrar44

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I am experiencing few problems with FSO. First is huge slowdown on newest nightly. r7536 runs fine, 7604 does not. Haven't tried the rest.
Second looks like this and I don't know if its hardware or software or just system overload since weapon generates 900 projectiles all the time:
http://www.youtube.com/watch?v=8NAJ5hW2buE

Debug only says this:
ASSERTION: "(geometry_map[index].laser == false)" at grbatch.cpp:662
 Particle effect exp05.eff[4] used as laser glow or laser bitmap
And then crashes.

I don't think this one causes colourful explosions. If I change the effect the problem disappears. Well. I am just wondering if this is system overload or memory issue.
Also, why can't explosion be a laser bitmap?
Faulty mod included.

[attachment deleted by ninja]
Oh guys, use that [ url ][ img ][ /img ][ /url ] :/

 

Offline Iss Mneur

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A log please?

A laser bitmap is gray scale (so it can be tinted according to the tbl entry), whereas the explosions expect a full colour image.

Also, there is a hard object limit of 2000 objects and 700 weapon objects at any one time.  This means that you are not actually firing at the rate that you think you are.  See Engine Limitations on the wiki.
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Offline Kobrar44

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Here is debug, but it crashes before colourful explosions show up. Duno why, but slowdown problem on 7604 disappeared.

[attachment deleted by ninja]
Oh guys, use that [ url ][ img ][ /img ][ /url ] :/

 

Offline Aardwolf

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I mantis'd this a while ago.

Colored flak or somesuch. Looking for the specific issue number now.

Edit: Found it, #1764



Probably should not have been closed.
« Last Edit: September 01, 2011, 10:33:29 pm by Aardwolf »

 

Offline Aardwolf

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:bump:

I re-opened that mantis issue. Kobrar44, does Issue #1764 sound similar to what you were experiencing?

 

Offline The E

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There is still no change required. This bug only exists because a bitmap exists both as an explosion and a laser bitmap, this confuses the batch renderer.

There's a simple solution, namely to copy and rename the existing effect.
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Offline Aardwolf

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That's a stupid solution.

It's unintuitive and shouldn't be necessary.

 

Offline The E

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Then rewrite the batch renderer.

See, there is no change required, because this workaround (stupid as it may be) exists and works. Sure, a change would be nice, but we (as the SCP team) have more pressing matters to attend to.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
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Offline Aardwolf

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le sigh

* Aardwolf updates le SVN checkout and looks at what would be involved

 

Offline jr2

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Atta boy, Aard.  If you want something in a volunteer-driven project done... yep, that's right, volunteer and do it yerself!  :D  :nod:

Hopefully you can pull it off.  Thanks in advance if you can.

 

Offline Aardwolf

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Eh... I didn't actually volunteer to do it, I just took a bit of a look-see at the relevant code (it's code/graphics/grbatch.h and code/graphics/grbatch.cpp, FYI)... From a cursory examination I reckon it wouldn't be too hard to make the necessary changes, but don't get your hopes up.

 

Offline jr2

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SCP lives off of hope.  Where have you been?  =P

 

Offline Dark RevenantX

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I rather liked the effect.  Ravethrower has a nice ring to it.

 

Offline Nuke

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at least have an error message to tell the modder that they are stupid. :P
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Offline Aardwolf

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It already has an assert!

It's just that modders are like "wtf does this mean?", or "that's a stupid limitation"