Joined: Thu Jan 08, 2004 1:32 am Posts: 2923 Location: Ohio, US
Deathstryker wrote:
Just a quick note: On my new comp with Vista and an ATI card, I'm getting a black landscape (trees still show up) with normal options. Seems like I had this problem before and you fixed it once... Unfortunately, I didn't have time to do extensive testing to find the cause. Just thought I'd let you know for right now.
I'm going to update the drivers on the ATI card and play with the settings more on my day off and maybe play around with Vista's compatibility mode.
Downloaded all windows updates and ATI drivers and this issue seems to have corrected itself. So you got the go-ahead from me (unless I find something else).
Good news, after the last set of fixes (commited midday Saturday) my test system has been playing the game continualy for 27hrs with no issues, also my online test system played a game online for 20hrs with no issues.
So it looks like we are good to go, expect a release as soon as I am able.
Many, many thanks to all those in this forum. Once again a huge amount of help from you all.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
gcamp wrote:
Good news, after the last set of fixes (commited midday Saturday) my test system has been playing the game continualy for 27hrs with no issues, also my online test system played a game online for 20hrs with no issues.
So it looks like we are good to go, expect a release as soon as I am able.
Many, many thanks to all those in this forum. Once again a huge amount of help from you all.
Good. our fans are getting antsy..
Just saw some notes in my logs, and wanted to repaire my mods.
What does 'Sun Oct 14 16:39:00 2007 - Fixed overflow' refer to.
i get it rather a lot in the large maps of Planet-Hoth, sometimes 25-30 in
a row per shot..
Fixed overflow means that the numbers being represented by the fixed point maths are too large. The fixed point maths can only store numbers up to a certain size (I'll check how big). Beyond this this the numbers overflow.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
gcamp wrote:
Fixed overflow means that the numbers being represented by the fixed point maths are too large. The fixed point maths can only store numbers up to a certain size (I'll check how big). Beyond this this the numbers overflow.
Tee hee.. are you trying to tell me my toys are too big?
Just wanted to know what I should poke to reduce it; but floats are
everywhere, and it's a lil hard to specify exactly which one..
It diddn't slow the game at all or cause any slip-ups. I diddn't even know
till i looked back at the logs. So I'd say they're handled rather gracefully.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
gcamp wrote:
Anyone managed to run the CVS version yet? Still looking for any reports of any speedup?
Not yet, i haven't rebuilt since the release. i'll grab a check-out
now and start it building.
Been off-line for 4 days. Now on Cable..
Might be almost ready to get the pretty 'official' flag again.. as soon as I
can be sure the ip# is staying put.
Joined: Wed Feb 16, 2005 1:26 am Posts: 1587 Location: Some Where On Earth I Think
gcamp wrote:
Anyone managed to run the CVS version yet? Still looking for any reports of any speedup?
I played a couple games tonight it is working great i play with the water movement off but it was very smooth. I didnt grab any frame rates sorry. What information do you want feed back on?
"Always do right. This will gratify some people and astonish the rest." Mark Twain
Joined: Sat Apr 24, 2004 6:52 am Posts: 1393 Location: Florida, USA
Ok, here's my observations:
First of all, the framerate lag at the title screen is completely gone now with the new caching method (yay! )
I fired up 2forts with the new build and v41 to check for framerate difference a bit. The reason I used 2forts is because its pretty rigidly defined and doesn't vary much from load to load. I started up the round and moved to the same corner on landscape, 3 times each. Here's what I saw:
v41 release build: 46.6 FPS average
current build: 60 FPS average
So it seems as if something is providing a little speedup for sure.
Although if I zoomed in on the landscape a bit, the FPS was about the same on both builds. Although it seemed like the max FPS was a bit higher even then on the new build.
However, I noticed this was happening on the latest build. If I click mass tank kill, the UI color gets all screwy. Sometimes it all turns yellow, other times blue, etc. It stays that way until you close the client and restart it.
Attachments:
File comment: Whacky UI color : Notice Shields Too yellowUI.jpg [ 72.14 KiB | Viewed 567 times ]
Joined: Thu Jan 08, 2004 1:32 am Posts: 2923 Location: Ohio, US
I gave it a test and I don't really see much difference playing with normal options. For the game to be playable for me, I have to turn off shader water and dynamic lights and that gets me a little over 20 FPS. Something isn't right here.
(BTW, I took off Windows Vista the other day and put on XP).
As you can see too, I get this weird shadow bug too where everything is stripes. I just installed a new set of drivers for my card today.
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