Version 41 readiness review

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 Post subject: Version 41 readiness review
PostPosted: Mon Oct 01, 2007 1:10 am 
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I am thinking version 41 is in a pretty good state at the moment. Are there any issues people are aware of that would prevent a release?

(apologies if I have missed any people have mentioned already, it's not on purpose).


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 Post subject: Re: Version 41 readiness review
PostPosted: Mon Oct 01, 2007 1:37 am 
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gcamp wrote:
I am thinking version 41 is in a pretty good state at the
moment. Are there any issues people are aware of that would prevent a
release?

(apologies if I have missed any people have mentioned already, it's not on purpose).

Besides a few recalculations I have to do due to the new phyisics, I've
got every weapon and effect working as far as I can tell.
Bots are completely new and more configurable, landscapes seem to be
able to handle a lot more, and weapon code has quite a lot more room
to work with. Just about all the options we can stuff in within reason.

Tough to say for sure, I've only had 3 players beta test it in the last
month or so. They get a few random suspended games, but that could
be from thing's on my end. Maybe a Gavin-approved Beta3, for the
masses to run, so that more of the Main-Server players will feel like
trying it.
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PostPosted: Mon Oct 01, 2007 2:27 am 
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ofc we can always patch it if we find anything after release.


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PostPosted: Mon Oct 01, 2007 11:28 pm 
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I'll try to test out some this week.
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PostPosted: Tue Oct 02, 2007 1:44 am 
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I've been getting some serious framerate issues that I cannot explain. About a week ago I tried to do a bunch of testing and swapping of debug features/display settings etc and I couldn't seem to pinpoint the cause. Even with just about everything turned off and low settings on a lower resolution I can still see the issue and wind up getting only 30 FPS or so. This is on a E6300, 2GB RAM with a GeForce 7900GS, which should get more than 30 FPS on low settings with all the snazzy features turned off, IMO. I have tried 3 different sets of drivers out(last set, current and beta), I experience the dip on all three.

Its strange, when everything works right, I get nice high framerates, like I would expect. But many times, a map will load and I get less than 10 FPS, the same map that I was hitting the framerate limit on the last time I loaded it. It seems like once I get this massive framerate dip, it stays until I start up a new game, although that might not be the case. It isn't mod related from what I can tell, I've tryed none, Apoc and OpScorched and I suffer the dip regardless.

I'm not real sure what to do about it, I tryed for at least a good hour to change up settings and see if I could find what exactly causes the massive performance hit, but I could not. I haven't built the latest changes though, its possible this has mysteriously cleared up. ;)

I'm not sure if its related or not, but I also get a pretty low framerate on the initial game menu (with the 3D background). The framerate is noticeably low for about the first 5 seconds the screen is up or so, then it levels out to normal. I assumed that could be because some things are still being loaded in the background or something like that, but I'm not sure.

Also, I have yet to check since you made the fix to the non-square map issue I was having, but I was getting some wicked server lag on 2forts. I was getting 'warning: server net loop took 10-15 seconds' on every turn, with only me and targets playing. Seemed a bit excessive to me, hoping that has cleared up since the fix. I'll check it out.

And one last thing, I noticed ships doing some really strange behaviour. Occasionally, they will rocket across the water, back to their previous waypoint, and then rocket back to where they were just before they turned on the rocket motors. It looks really odd to see the ships travelling across the water at like Mach 10. I think I recall seeing this regardless of mod, but I'm not positive now, could just be something I've done in some of my own work. :P
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PostPosted: Tue Oct 02, 2007 2:08 am 
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Bobirov wrote:
I've been getting some serious framerate issues that I cannot explain. About a week ago I tried to do a bunch of testing and swapping of debug features/display settings etc and I couldn't seem to pinpoint the cause. Even with just about everything turned off and low settings on a lower resolution I can still see the issue and wind up getting only 30 FPS or so. This is on a E6300, 2GB RAM with a GeForce 7900GS, which should get more than 30 FPS on low settings with all the snazzy features turned off, IMO. I have tried 3 different sets of drivers out(last set, current and beta), I experience the dip on all three.


If you read my posts my framerate problem was I had noroam=on have you checked that? Just an idea.
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PostPosted: Tue Oct 02, 2007 2:36 am 
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Irishbandit wrote:
If you read my posts my framerate problem was I had noroam=on have you checked that? Just an idea.

I'm well aware of noroam, I use it to take screenshots sometimes, because no one knows your framerate in a screenshot, and it looks awesome to have the full detail. ;)

Okay, I just updated and made sure to do a clean rebuild. Here's the status report after doing so:

I've tryed probably 10 game reloads here real quick and didn't see the framerate dip again in a game, yet. So its possible the good clean build or possibly one of the recent updates cleared up whatever was happening. I also don't have to have full-clear on now to avoid the wierd flashes that I was getting before.

Still seeing the initial lower framerate on the loadscreen map though, but thats no big deal or anything really, since mouse pointer is independent from the framerate thankfully. And the framerate jumps up to normal after a few seconds anyways.

The server net loop on 2forts was also surprisingly about half of what I was getting with my previous build, so that seems to have improved significantly as well I think. Also the general performance on the map seems to have improved slightly from what I was getting last time I tested, so bonus. :)

I still noticed a ship rocket across the screen once in those brief 10 reloads though. ;)

Thats about it for the moment though, hopefully just false alarms or things that were just now taken care of for the most part. I'll let ya know if I see the framerate dip from hell again or anything else I might see.
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PostPosted: Tue Oct 02, 2007 4:04 am 
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Just about to test out a bit, but wanted to mention on ething first: Should we have "Full Clear" as a default? It seems to be a common thing to need to have selected.
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PostPosted: Tue Oct 02, 2007 8:23 am 
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Fog still doesn't work like it use to in version 40 or 40.1.
It only covers the outside arena and not the landscape like it should.

-Edit-

Music, how do we get our music to over ride the default music?

I have a
new mod\data\music (my music)
new mod\data\landscapes\musicmario.xml
and
Code:
<includes>
   <include>data/landscapes/musicmario.xml</include>      
</includes>

In the defn file and I still get the default music playing.
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PostPosted: Tue Oct 02, 2007 1:10 pm 
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Bobirov wrote:
I'm not real sure what to do about it, I tryed for at least a good hour to change up settings and see if I could find what exactly causes the massive performance hit, but I could not. I haven't built the latest changes though, its possible this has mysteriously cleared up. ;)


When it happens could you turn on state time logging so we can see what is taking up all the time. It clears up when you start a new game, is that a new map or a completely new game?

Quote:
I'm not sure if its related or not, but I also get a pretty low framerate on the initial game menu (with the 3D background). The framerate is noticeably low for about the first 5 seconds the screen is up or so, then it levels out to normal. I assumed that could be because some things are still being loaded in the background or something like that, but I'm not sure.


It's just lazly loading textures as it sees models etc...

Quote:
Also, I have yet to check since you made the fix to the non-square map issue I was having, but I was getting some wicked server lag on 2forts. I was getting 'warning: server net loop took 10-15 seconds' on every turn, with only me and targets playing. Seemed a bit excessive to me, hoping that has cleared up since the fix. I'll check it out.


Sure I'll have a look at it, you running in scorched3d compiled in debug or release mode?

Quote:
And one last thing, I noticed ships doing some really strange behaviour. Occasionally, they will rocket across the water, back to their previous waypoint, and then rocket back to where they were just before they turned on the rocket motors. It looks really odd to see the ships travelling across the water at like Mach 10. I think I recall seeing this regardless of mod, but I'm not positive now, could just be something I've done in some of my own work. :P


Doesn't sounds like a mod issue, I'll look into it.


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PostPosted: Tue Oct 02, 2007 1:13 pm 
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cbx550f wrote:
Just about to test out a bit, but wanted to mention on ething first: Should we have "Full Clear" as a default? It seems to be a common thing to need to have selected.


My thoughts exactly, full clear has been the default for a while now.


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PostPosted: Tue Oct 02, 2007 1:55 pm 
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Quote:
Music, how do we get our music to over ride the default music?

I have a
new mod\data\music (my music)
new mod\data\landscapes\musicmario.xml
In the defn file and I still get the default music playing.


Sorry my fault, should be fixed now.


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PostPosted: Tue Oct 02, 2007 4:32 pm 
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the new physics have done some wierd thing's to the aimedover and leapfrogs.
they work, they just are given a lot more momentum than they previously had.

I had a standard leap-frog hit the horizon line.. and any other
prebalanced funky-style sprays, overshoot thier target by almost double
thier expected distance.
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PostPosted: Wed Oct 03, 2007 3:35 am 
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gcamp wrote:
Bobirov wrote:
I'm not real sure what to do about it, I tryed for at least a good hour to change up settings and see if I could find what exactly causes the massive performance hit, but I could not. I haven't built the latest changes though, its possible this has mysteriously cleared up. ;)


When it happens could you turn on state time logging so we can see what is taking up all the time. It clears up when you start a new game, is that a new map or a completely new game?

It seemed like if I loaded up a game and the performance was bad, it would stay bad until I started up a new game. Although I can remember starting up and performance being ok and then on the next map it would be horrible. But I wasn't really looking for that so much as just changing settings seeing if I could clear it up.

However, like I said, I haven't seen the problem with this last build when I made sure to clean first. I just tryed several games again and never had it happen. So I think it was either something wonky with old build files or something you've already addressed in your last set of changes. I'll keep my eyes out for it though and if it happens again I'll get some more info.

Quote:
Quote:
Also, I have yet to check since you made the fix to the non-square map issue I was having, but I was getting some wicked server lag on 2forts. I was getting 'warning: server net loop took 10-15 seconds' on every turn, with only me and targets playing. Seemed a bit excessive to me, hoping that has cleared up since the fix. I'll check it out.


Sure I'll have a look at it, you running in scorched3d compiled in debug or release mode?

Release mode usually. Also, this has improved when I did a clean rebuild yesterday, was only getting like 5-6ish seconds instead of 10-15.
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PostPosted: Wed Oct 03, 2007 4:33 pm 
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Thrax wrote:
I had a standard leap-frog hit the horizon line.. and any other.


Do the leap frogs in the none mod do this too? or are they ok?


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