Author Topic: Nightly (Windows): 26 Sep 2009 - Revision 5610  (Read 4207 times)

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Offline The E

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Nightly (Windows): 26 Sep 2009 - Revision 5610
Here's the nightly build for revision 5610: http://www.mediafire.com/?zwhhdyh4fxn

Code: [Select]
Revision: 5610
Author: portej05
Date: 13:22:26, Samstag, 26. September 2009
Message:
Fix for error introduced in Antipodes 3 which caused animations not to repeat
----
Modified : /trunk/fs2_open/code/graphics/generic.cpp

Revision: 5608
Author: portej05
Date: 07:52:17, Samstag, 26. September 2009
Message:
Antipodes 3 from Flaming_Sword
----
Modified : /trunk/fs2_open/code/ai/aicode.cpp
Modified : /trunk/fs2_open/code/ship/ship.cpp
Modified : /trunk/fs2_open/code/graphics/generic.cpp
Modified : /trunk/fs2_open/code/asteroid/asteroid.cpp
Modified : /trunk/fs2_open/code/bmpman/bm_internal.h
Modified : /trunk/fs2_open/code/bmpman/bmpman.cpp
Modified : /trunk/fs2_open/code/bmpman/bmpman.h
Modified : /trunk/fs2_open/code/cfile/cfile.cpp
Modified : /trunk/fs2_open/code/fireball/fireballs.cpp
Modified : /trunk/fs2_open/code/fred2/shiptexturesdlg.cpp
Modified : /trunk/fs2_open/code/freespace2/freespace.cpp
Modified : /trunk/fs2_open/code/graphics/2d.cpp
Modified : /trunk/fs2_open/code/graphics/generic.h
Modified : /trunk/fs2_open/code/menuui/mainhallmenu.cpp
Modified : /trunk/fs2_open/code/menuui/techmenu.cpp
Modified : /trunk/fs2_open/code/missionui/missionbrief.cpp
Modified : /trunk/fs2_open/code/missionui/missioncmdbrief.cpp
Modified : /trunk/fs2_open/code/missionui/missioncmdbrief.h
Modified : /trunk/fs2_open/code/missionui/missionshipchoice.cpp
Modified : /trunk/fs2_open/code/missionui/missionshipchoice.h
Modified : /trunk/fs2_open/code/missionui/missionweaponchoice.cpp
Modified : /trunk/fs2_open/code/model/modelinterp.cpp
Modified : /trunk/fs2_open/code/network/multi_pxo.cpp
Modified : /trunk/fs2_open/code/network/multiui.cpp
Modified : /trunk/fs2_open/code/parse/lua.cpp
Modified : /trunk/fs2_open/code/particle/particle.cpp
Modified : /trunk/fs2_open/code/ship/shield.cpp
Modified : /trunk/fs2_open/code/ship/shipfx.cpp
Modified : /trunk/fs2_open/code/starfield/starfield.cpp
Modified : /trunk/fs2_open/code/weapon/flak.cpp
Modified : /trunk/fs2_open/code/weapon/muzzleflash.cpp
Modified : /trunk/fs2_open/code/weapon/shockwave.cpp
Modified : /trunk/fs2_open/code/weapon/weapons.cpp

Note that this build will take slightly longer to load mainhalls and other .anis used in the interface.
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Let there be monsters and let there be pain
Let us begin to feel again
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Offline Macfie

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Re: Nightly (Windows): 26 Sep 2009 - Revision 5610
No SSE builds?

Nevermind I see it's in the 7-zip file
« Last Edit: September 26, 2009, 12:26:36 pm by Macfie »
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Offline Aardwolf

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Re: Nightly (Windows): 26 Sep 2009 - Revision 5610
What's this about taking longer to load interface .ani files?

Is it enough to worry about?

 

Offline The E

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Re: Nightly (Windows): 26 Sep 2009 - Revision 5610
Flaming_Sword has changed the ani loading code, which means that if you load interface screens with lots of anis (like the retail mainhall or the tech room) you will experience a few seconds of the game going unresponsive.
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Offline Aardwolf

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Re: Nightly (Windows): 26 Sep 2009 - Revision 5610
Heheh, it says "Date: 13:22:26, Samstag, 26. September 2009"... what language is that? German?

 

Offline The E

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Re: Nightly (Windows): 26 Sep 2009 - Revision 5610
Yeah. Not quite sure how that got there, though. I usually keep my comp set to english....
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Offline Zacam

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Re: Nightly (Windows): 26 Sep 2009 - Revision 5610
It might be worthwhile to notice that users of FRED will still want to use versions prior to 5606, due to a waypoint bug caused by fixing WMC's warp-code..

I'll be posting a private build soon that does not include the changes to waypoint system, while still allowing Sync "Lost" to proceed as intended. It will contain all the other latest updates as an interim solution until FRED get's fixed.
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Offline Goober5000

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Re: Nightly (Windows): 26 Sep 2009 - Revision 5610
It might be worthwhile to notice that users of FRED will still want to use versions prior to 5606, due to a waypoint bug caused by fixing WMC's warp-code..

I'll be posting a private build soon that does not include the changes to waypoint system, while still allowing Sync "Lost" to proceed as intended. It will contain all the other latest updates as an interim solution until FRED get's fixed.
Follow-up to say that this was fixed yesterday.  The 5613 builds will work.

 

Offline Tomo

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Re: Nightly (Windows): 26 Sep 2009 - Revision 5610
I really, really don't like the new ANI loading code.

It breaks all immersion, and on occasion makes it feel like the game has hung.
For example, Weapon selection ANIs don't start playing until *after* the 'swoosh' sound has played.

- What was the reason for the change?

 

Offline The E

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Re: Nightly (Windows): 26 Sep 2009 - Revision 5610
a) To make the ani loading generic across all the UI functions that use anis, and b) allow EFFs to be played as well as anis.
Let there be light
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Let there be stars and let there be you
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Offline Tomo

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Re: Nightly (Windows): 26 Sep 2009 - Revision 5610
So why did that make it so much slower?
Where's the new inefficiency coming from?

 

Offline The E

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Re: Nightly (Windows): 26 Sep 2009 - Revision 5610
The old code was able to stream anis, as I understand it. The new code loads all anis into memory at once, which increases loading times.
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Offline General Battuta

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Re: Nightly (Windows): 26 Sep 2009 - Revision 5610
Well I have to say I'm not a big fan of the new method either.

 

Offline Goober5000

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Re: Nightly (Windows): 26 Sep 2009 - Revision 5610
EFFs ought to be streamable too... that must be why the TBP effects are so slow, if they were pre-loaded!

I'm going to join in and say that whether animations are ANI or EFF, they must be streamable.

 
Re: Nightly (Windows): 26 Sep 2009 - Revision 5610
Give me an idea about how to do it for EFF and I'll get onto it. :P

Also, there are fixes for other issues with this commit yet to be committed to trunk... :nervous:

 

Offline Tomo

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Re: Nightly (Windows): 26 Sep 2009 - Revision 5610
A thought then (blind as I've not looked at the code):

Open the EFF file, process and close.

Spawn a thread that does the following:
  • Create a number of file handles to open the data, either the number of frames or a sensible maximum number (eg 10). (This does not limit the number of frames)
  • Open these files
  • Start to load the frames into memory.
  • As soon as the first frame is in memory, close its file and reassign the file handle to the next unassigned frame (eg 11), start to load that.
  • If the last frame already has a handle, delete the completed handles as they're not needed anymore.
  • The thread dies once all frames are loaded.
The loading thread has to inform the caller when it's sufficiently far ahead for it to start playing based on framerate and speed of loading each frame.
Once the loader gets sufficiently far ahead you can start playing the effect.

For effects that are fully loaded into memory, obviously that doesn't matter.

- It might be faster to have the loader thread only access one file at a time, depends on the setup time for file handles.
« Last Edit: October 03, 2009, 08:03:47 am by Tomo »

 
Re: Nightly (Windows): 26 Sep 2009 - Revision 5610
An early attempt at streaming EFF while writing the current code ended in spectacular failure. It did the same thing as what happens now, except not all at once (and made the mainhall lag like hell while it was loading animations during playing).

I've had a look at how the current ANI code did the streaming. Horrible does not even begin to describe it. At least now I've got a direction I can work towards which is known to work, more or less.

 

Offline Goober5000

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Re: Nightly (Windows): 26 Sep 2009 - Revision 5610
Tomo: be advised that the FreeSpace code is almost entirely single-threaded. :)

 

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Re: Nightly (Windows): 26 Sep 2009 - Revision 5610
Don't interface anis need keyframes though, which is not supported currently by the EFF format?  Or would EFF be easy enough to say that every frame is a keyframe since they're independent images?
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Offline The E

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Re: Nightly (Windows): 26 Sep 2009 - Revision 5610
Effs do support keyframes now.
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis