Author Topic: Optimize FRED event window kthx  (Read 3548 times)

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Offline Spoon

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Optimize FRED event window kthx
It takes a full minute for this damn thing to close down! Just because this mission has 430 events doesn't mean its acceptable for FRED to slow down to such a crawl that windows thinks it has stopped responding!

Looking forward to multthreaded FRED
much love,
Spoon
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Legate Damar

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Re: Optimize FRED event window kthx
I have problems with my FRED too. Whenever I have a mission with more than a dozen or so ships it slows down to a crawl.

 

Offline General Battuta

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Re: Optimize FRED event window kthx
I have problems with my FRED too. Whenever I have a mission with more than a dozen or so ships it slows down to a crawl.

Turn on 'show ship models', stop using wireframe view

As for the original request, I'm outraged by how long it takes to close the events window on my 500kb missions! Fix this immediately, as soon as you're done with wxfred, the new installer, and geomod

 

Offline AndrewofDoom

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Re: Optimize FRED event window kthx
* AndrewofDoom mind blown.

Where would you need 430 events to run a single mission? It just sounds like a troubleshooting nightmare if something goes wrong... :shaking:
My Efforts:
SF Knight

20:08:19   AndrewofDoom: Though I find it mildly disturbing that a loli is giggling to mass destruction.
20:10:01   Spoon: I find it mildly arrousing
20:10:07   AndrewofDoom: Woah
20:10:15   Spoon: sound like my kind of loli
20:10:21   Spoon: and im not even a lolicon

 

Offline Droid803

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Re: Optimize FRED event window kthx
If it won't even let you close the events editor without freezing then debugging is the least of your worries.
(´・ω・`)
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Offline General Battuta

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Re: Optimize FRED event window kthx
* AndrewofDoom mind blown.

Where would you need 430 events to run a single mission? It just sounds like a troubleshooting nightmare if something goes wrong... :shaking:

You are incorrect! And it's not particularly hard to troubleshoot if you are good at keeping your events modular and contained.

Sometimes you just need to handle a lot of branches, a load of dialogue, etc.

 

Offline jg18

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Re: Optimize FRED event window kthx
Looking forward to multthreaded FRED
Multithreading does not automatically make code run faster. It can even make code run slower (see lock contention). How much it can help depends on how much performance can be gained from running multiple tasks in the code at the same time instead of one after another (that is, how parallelizable the code is). I'm not familiar enough with the FRED codebase to say how much it could help, although hopefully someone who is can address that.

Also, in case you didn't know, the FRED codebase is a gigantic hackish mess (see below), so making non-trivial changes to it is pretty much infeasible.

In the FS2 codebase I'd argue the most heinous code of all is the MFC meatwagon that is Fred. Oy.
Quote from: FRED2_Open "About" window
Fred2 is the omega of all giant unwieldy pieces of code. Its big, its horrifying, and it just doesn't care. View it at your own risk. - Dave Baranec

That said, your grievance is certainly legit.

As for the original request, I'm outraged by how long it takes to close the events window on my 500kb missions! Fix this immediately, as soon as you're done with wxfred, the new installer, and geomod
This issue is a good candidate for something to address in wxFRED.

 

Offline mjn.mixael

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Re: Optimize FRED event window kthx
:nervous:

Assuming wxFRED ever gets really going again...
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

  

Offline Goober5000

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Re: Optimize FRED event window kthx
It's essentially impossible* to parallelize the FSO or FRED codebases without rewriting the entire code library from scratch.

*Certain parts, like rendering and sound playing, run in different threads.  But that's only because there is a clear and sharp dividing line between those parts and the rest of the code.