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* Bag effect: others want to weigh in? I kinda like it, but that's to be expected, as I designed it. :blush: The effect was designed to be similar size to the actual bag.

I prefer the new bag effect as it means that submerged bags (those completely under the terrain) can be dropped and picked up without anyone around knowing. Yes, I'm aware this is client side only and could be abused.

 

Hmm what do you mean? What does the effect (visual) have to do with being able to drop/pickup something? Nothing changed to the bags really. Ent+Learner partly/fully fixed the bag bug if thats what you meant. Or how do you use the new effects to pick up a submerged bag?

 

KarenRei:

Oki, so you'll get onto it this evening or something and get back then or did you now expect me to fix the stdout output by using log_error ?:) If it's the variable I'm suppose to get output on I only get "cannot convert Uint16 to string", not really sure on what I should put in the log_warning(*****).

 

And yep, I tried to turn off shadows and shadow mapping, the flickering effect is abit reduced cause the shadows doesn't flicker anymore but theres still the texture flickering on objects.

 

Also the Anti Alias? Any clue on that?

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Beaverhunter:

 

Ok, that was probably too much for you. Here's some code that should do the trick.

 

Pull up eye_candy_wrapper.cpp. Near the end of ec_idle -- say, just after you set eye_candy.framerate -- try putting:

 

std::stringstream strstr;
strstr << "Framerate: " << eye_candy.framerate << ": " << eye_candy.time_diff << std::endl;
char buffer[1024];
strstr.get(buffer, sizeof(buffer));
buffer[sizeof(buffer) - 1] = '\0';
log_error(buffer);

 

Pull up eye_candy/eye_candy.cpp. In EyeCandy::idle(), on the line just after change_LOD2 = 10, put:

std::stringstream strstr;
std::cout << "New LOD: " << change_LOD << " (" << particles.size() << ") / " << change_LOD2 << " (" << framerate << ")" << std::endl;
char buffer[1024];
strstr.get(buffer, sizeof(buffer));
buffer[sizeof(buffer) - 1] = '\0';
log_warning(std::string(buffer));

 

At the top of each of those files, put:

#include <iostream>
#include <sstream>

 

Let me know if that code works (I haven't tested it). An alternative would be to use sprintfs to create your string.

 

Too bad Windows users can't just see stdout. :blush:

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Haha=) Yeah, sorry. From you saying that 1 line of code before to dealing with buffers and sizes and tons of stuff.... that's alittle too big step =p

 

Not sure if this is what you want and you can get something out of this but well here it is, from 1 second;P :

[20:57:10] Framerate: 9.9999: 100000
[20:57:10] WARNING: 
[20:57:10] Framerate: 0.278261: 3593750
[20:57:10] WARNING: 
[20:57:10] Framerate: 2.13333: 468750
[20:57:10] WARNING: 
[20:57:10] Framerate: 6.39996: 156250
[20:57:10] WARNING: 
[20:57:10] Framerate: 6.39996: 156250
[20:57:10] WARNING: 
[20:57:10] Framerate: 1e+006: 0
[20:57:10] WARNING: 
[20:57:10] Framerate: 6.39996: 156250
[20:57:10] WARNING: 
[20:57:10] Framerate: 3.19999: 312500
[20:57:10] WARNING: 
[20:57:10] Framerate: 6.39996: 156250
[20:57:10] WARNING: 
[20:57:10] Framerate: 3.19999: 312500
[20:57:10] WARNING: 
[20:57:10] Framerate: 1.6: 625000
[20:57:10] WARNING: 
[20:57:10] Framerate: 2.13333: 468750
[20:57:10] WARNING: 
[20:57:10] Framerate: 3.19999: 312500
[20:57:10] WARNING: 
[20:57:10] Framerate: 3.19999: 312500
[20:57:10] WARNING: 
[20:57:10] Framerate: 3.19999: 312500
[20:57:10] WARNING: 
[20:57:10] Framerate: 3.19999: 312500
[20:57:10] WARNING: 
[20:57:10] Framerate: 6.39996: 156250
[20:57:10] WARNING: 
[20:57:10] Framerate: 3.19999: 312500
[20:57:10] WARNING: 
[20:57:10] Framerate: 6.39996: 156250
[20:57:10] WARNING: 
[20:57:10] Framerate: 6.39996: 156250
[20:57:10] WARNING: 
[20:57:10] Framerate: 3.19999: 312500
[20:57:10] WARNING: 
[20:57:10] Framerate: 3.19999: 312500
[20:57:10] WARNING: 
[20:57:10] Framerate: 3.19999: 312500
[20:57:10] WARNING: 
[20:57:10] Framerate: 6.39996: 156250

Ooh and no, I'm not getting any New LOD outputs, at least not that I spot.

Edited by Beaverhunter

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Actually, that got me enough information -- and what the heck? Look at what framerates it thinks you have! That's why it's rendering with the minimum level of detail -- it says that you're getting only 3 to 6 frames per second. Is ec_idle really being called that infrequently? I.e., are your particles moving very jumpily?

 

Try putting some log_error statements in gamewin.c , display_game_handler (what should be calling ec_idle), and see whether they're being called ~70 fps or ~3-6 fps. I'd put multiple statement in -- perhaps one just before the first return statement, then one after each return statement up to ec_idle(). It doesn't matter what they say, so they could just be log_error("test1"), log_error('test2"), and so on. The key is to figure out whether they're printing ~70 fps like your fps counter indicated your framerate is, or 3-6 fps as ec_idle thinks it's rendering.

Edited by KarenRei

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I'm not really sure on what output your looking for but I added some log_errors at various places in display_game_handler.

 

[23:25:57] test1
[23:25:57] test2
[23:25:57] test3
[23:25:57] Framerate: 9.9999: 100000
[23:25:57] test4
[23:25:57] test1
[23:25:57] test2
[23:25:58] test3
[23:25:58] WARNING: 
[23:25:58] Framerate: 0.128: 7812500
[23:25:58] test4
[23:25:58] test1
[23:25:58] test2
[23:25:58] test3
[23:25:58] WARNING: 
[23:25:58] Framerate: 1.06667: 937500
[23:25:58] test4
[23:25:58] test1
[23:25:58] test2
[23:25:58] test3
[23:25:58] WARNING: 
[23:25:58] Framerate: 1.28: 781250
[23:25:58] test4
[23:25:58] test1
[23:25:58] test2
[23:25:58] test3
[23:25:58] WARNING: 
[23:25:58] Framerate: 3.19999: 312500
[23:25:58] test4
[23:25:58] test1
[23:25:58] test2
[23:25:58] test3
[23:25:58] WARNING: 
[23:25:58] Framerate: 3.19999: 312500
[23:25:58] test4
[23:25:58] test1
[23:25:58] test2
[23:25:58] test3
[23:25:58] WARNING: 
[23:25:58] Framerate: 6.39996: 156250
[23:25:58] test4
[23:25:58] test1
[23:25:58] test2
[23:25:58] test3
[23:25:58] WARNING: 
[23:25:58] Framerate: 3.19999: 312500
[23:25:58] test4
[23:25:58] test1
[23:25:58] test2
[23:25:58] test3
[23:25:58] WARNING: 
[23:25:58] Framerate: 1.6: 625000
[23:25:58] test4
[23:25:58] test1
[23:25:58] test2
[23:25:58] test3
[23:25:58] WARNING: 
[23:25:58] Framerate: 6.39996: 156250
[23:25:58] test4
[23:25:58] test1
[23:25:58] test2
[23:25:58] test3
[23:25:58] WARNING: 
[23:25:58] Framerate: 6.39996: 156250
[23:25:58] test4
[23:25:58] test1
[23:25:58] test2
[23:25:58] test3
[23:25:58] WARNING: 
[23:25:58] Framerate: 3.19999: 312500
[23:25:58] test4
[23:25:58] test1
[23:25:58] test2
[23:25:58] test3
[23:25:58] WARNING: 
[23:25:58] Framerate: 2.13333: 468750
[23:25:58] test4
[23:25:58] test1
[23:25:58] test2
[23:25:58] test3
[23:25:58] WARNING: 
[23:25:58] Framerate: 1e+006: 0
[23:25:58] test4
[23:25:58] test1
[23:25:58] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 2.13333: 468750
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 1e+006: 0
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 6.39996: 156250
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 3.19999: 312500
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 1e+006: 0
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 6.39996: 156250
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 1.6: 625000
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 6.39996: 156250
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 6.39996: 156250
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 2.13333: 468750
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 3.19999: 312500
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 6.39996: 156250
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 3.19999: 312500
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 6.39996: 156250
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 1e+006: 0
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 1.6: 625000
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 6.39996: 156250
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 6.39996: 156250
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 6.39996: 156250
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 6.39996: 156250
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 3.19999: 312500
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 3.19999: 312500
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 6.39996: 156250
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 6.39996: 156250
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 2.13333: 468750
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 6.39996: 156250
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 3.19999: 312500
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 3.19999: 312500
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 6.39996: 156250
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 3.19999: 312500
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 1.28: 781250
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 6.39996: 156250
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 6.39996: 156250
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 3.19999: 312500
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 6.39996: 156250
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 1e+006: 0
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 3.19999: 312500
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 6.39996: 156250
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2
[23:25:59] test3
[23:25:59] WARNING: 
[23:25:59] Framerate: 6.39996: 156250
[23:25:59] test4
[23:25:59] test1
[23:25:59] test2

And as at least I expected I get a round of the tests and 1 framerate output, el_idle is called everytime the handler is.

Update:

Oki, I played around alittle and if at least I can fool the system to read that my FPS is greater if I change it to this:

eye_candy.framerate = 10000000.0 / (eye_candy.time_diff + 1);

One 0 added=P But I can't say that it runs that smooth though, FPS drops abit and it kind of renders quite harsh/jumpy. Can't be my systems fault though...

Edited by Beaverhunter

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Eeenteresting. :) Notice how many times this code was called during second 59, yet it's thinking that hundreds thousands of microseconds are passing each time. I'm willing to bet that the windows time-getting code that was provided to me was incorrect, and that's leading to incorrect estimates of how much time has passed:

 

FILETIME ft;
 GetSystemTimeAsFileTime(&ft);
 Uint64 ret = ft.dwHighDateTime;
 ret <<= 32;
 ret |= ft.dwLowDateTime;
 return ret;

Edited by KarenRei

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Ed: Some further research suggests that the windows time is measured in units of 100 nanoseconds, not units of 1 microsecond, as the code was supposed to be reporting. However, that still doesn't seem quite right. I summed up the times for second 58, and they were over 12 million, which would mean 1.2 seconds. Second 59 truncates at about 10 million, so I can't tell how long it really goes for. Plus, if you're really getting 73 fps, but the idle function is seing a framerate of 3-6 fps, that means that we need a 15-20 times faster timer.

 

I could BS it, but I'd like to know what's actually going on. Any ideas, anyone?

 

Ed2: One possibilitiy is that Beaverhunter wasn't getting 73 fps when he gave me the numbers, only when he took the screenshot. That still wouldn't explain the 1.2 second total for second 58's logs, but it'd at least put the range closer. Probably close enough that I could just trust dividing by ten to give a reliable enough result.

 

Beaverhunter:

 

Instead of your last edit (adding the zero in), let's do it the proper way -- put this right before "return ret" in the windows section of get_time() (at the bottom of eye_candy/eye_candy.cpp):

 

 ret /= 10;

 

Also, remove your debugging statements so they don't slow you down.

 

Could you then get me a fresh screenshot, including your framerate?

Edited by KarenRei

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Oki, I was just gonna do that but I updated CVS and seems like you did it for me... So well I now tested and yes now I get better detail on that teleporter, but well this is the abit of a bruteforce way to do it maybe?

 

Running at 68-75FPS, no rectangles on the teleporter+moving camera around alittle:

[09:21:50] test3
[09:21:50] WARNING: 
[09:21:50] Framerate: 1.18518: 843750
[09:21:50] test4
[09:21:50] test1
[09:21:50] test2
[09:21:50] test3
[09:21:50] WARNING: 
[09:21:50] Framerate: 12.7998: 78125
[09:21:50] test4
[09:21:50] test1
[09:21:50] test2
[09:21:50] test3
[09:21:50] WARNING: 
[09:21:50] Framerate: 63.9959: 15625
[09:21:50] test4
[09:21:50] test1
[09:21:50] test2
[09:21:50] test3
[09:21:50] WARNING: 
[09:21:50] Framerate: 63.9959: 15625
[09:21:50] test4
[09:21:50] test1
[09:21:50] test2
[09:21:50] test3
[09:21:50] WARNING: 
[09:21:50] Framerate: 31.999: 31250
[09:21:50] test4
[09:21:50] test1
[09:21:50] test2
[09:21:50] test3
[09:21:50] WARNING: 
[09:21:50] Framerate: 63.9959: 15625
[09:21:50] test4
[09:21:50] test1
[09:21:50] test2
[09:21:50] test3
[09:21:50] WARNING: 
[09:21:50] Framerate: 63.9959: 15625
[09:21:50] test4
[09:21:50] test1
[09:21:50] test2
[09:21:50] test3
[09:21:50] WARNING: 
[09:21:50] Framerate: 63.9959: 15625
[09:21:50] test4
[09:21:50] test1
[09:21:50] test2
[09:21:50] test3
[09:21:50] WARNING: 
[09:21:50] Framerate: 63.9959: 15625
[09:21:50] test4
[09:21:50] test1
[09:21:50] test2
[09:21:50] test3
[09:21:50] WARNING: 
[09:21:50] Framerate: 63.9959: 15625
[09:21:50] test4
[09:21:50] test1
[09:21:50] test2
[09:21:50] test3
[09:21:50] WARNING: 
[09:21:50] Framerate: 63.9959: 15625
[09:21:50] test4
[09:21:50] test1
[09:21:50] test2
[09:21:50] test3
[09:21:50] WARNING: 
[09:21:50] Framerate: 63.9959: 15625
[09:21:50] test4
[09:21:50] test1
[09:21:50] test2
[09:21:50] test3
[09:21:50] WARNING: 
[09:21:50] Framerate: 63.9959: 15625
[09:21:50] test4
[09:21:50] test1
[09:21:50] test2
[09:21:50] test3
[09:21:50] WARNING: 
[09:21:50] Framerate: 63.9959: 15625
[09:21:50] test4
[09:21:50] test1
[09:21:50] test2
[09:21:50] test3
[09:21:50] WARNING: 
[09:21:50] Framerate: 63.9959: 15625
[09:21:50] test4
[09:21:50] test1
[09:21:50] test2
[09:21:50] test3
[09:21:50] WARNING: 
[09:21:50] Framerate: 63.9959: 15625
[09:21:50] test4
[09:21:50] test1
[09:21:50] test2
[09:21:50] test3
[09:21:50] WARNING: 
[09:21:50] Framerate: 31.999: 31250
[09:21:50] test4
[09:21:50] test1
[09:21:50] test2
[09:21:50] test3
[09:21:50] WARNING: 
[09:21:50] Framerate: 1e+006: 0
[09:21:50] test4
[09:21:50] test1
[09:21:50] test2
[09:21:50] test3
[09:21:50] WARNING: 
[09:21:50] Framerate: 63.9959: 15625
[09:21:50] test4
[09:21:50] test1
[09:21:50] test2
[09:21:50] test3
[09:21:50] WARNING: 
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[09:21:50] Framerate: 63.9959: 15625
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Btw: I'm still in Zirakinbar by the south teleporter... And I just logged in and it was night time... It's almost PITCH black... is this a bug or was this updated recently to make nights darker?

Edited by Beaverhunter

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OT: Anyone else having odd object flashing issues with latest CVS? Like the lighting is messed up, whether-or-not shadows are enabled.

 

If you look back a few posts, we are allready trying to figure that one out, but it seems to be quite hard. KarenRei wants ppl to try and find out at what version of the CVS it started to happen.

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I prefer the new bag effect as it means that submerged bags (those completely under the terrain) can be dropped and picked up without anyone around knowing. Yes, I'm aware this is client side only and could be abused.

Hmm what do you mean? What does the effect (visual) have to do with being able to drop/pickup something? Nothing changed to the bags really. Ent+Learner partly/fully fixed the bag bug if thats what you meant. Or how do you use the new effects to pick up a submerged bag?

I didn't indicate that the new visual had any impact on the ability to drop or pickup a bag. Rather it effects whether those around you can see that there was a bag there or not. With the current released client when a bag is picked up, there is a vertical particle effect as tall as the character. So, even if the bag was completely submerged below the terrain, anyone around knows that a bag was picked up from that location. This effect is also used when shunting a bag into hyperspace. So, the vertical effect is a possible giveaway to a hyperbag's location. With the new eye_candy there is no visible indication to nearby players that a submerged bag was picked up or dropped.

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I didn't indicate that the new visual had any impact on the ability to drop or pickup a bag. Rather it effects whether those around you can see that there was a bag there or not. With the current released client when a bag is picked up, there is a vertical particle effect as tall as the character. So, even if the bag was completely submerged below the terrain, anyone around knows that a bag was picked up from that location. This effect is also used when shunting a bag into hyperspace. So, the vertical effect is a possible giveaway to a hyperbag's location. With the new eye_candy there is no visible indication to nearby players that a submerged bag was picked up or dropped.

 

Hmm still not sure if I get you right, but are you saying that with eye_candy other ppl don't see the actual effect from others bags? You only see it yourself? Is this applied to all eye_candy? Casting spell, beaming? Is it only visible to the one using it? I haven't tested any effects with others around...

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I didn't indicate that the new visual had any impact on the ability to drop or pickup a bag. Rather it effects whether those around you can see that there was a bag there or not. With the current released client when a bag is picked up, there is a vertical particle effect as tall as the character. So, even if the bag was completely submerged below the terrain, anyone around knows that a bag was picked up from that location. This effect is also used when shunting a bag into hyperspace. So, the vertical effect is a possible giveaway to a hyperbag's location. With the new eye_candy there is no visible indication to nearby players that a submerged bag was picked up or dropped.

 

Hmm still not sure if I get you right, but are you saying that with eye_candy other ppl don't see the actual effect from others bags? You only see it yourself? Is this applied to all eye_candy? Casting spell, beaming? Is it only visible to the one using it? I haven't tested any effects with others around...

he is saying with some bags, the eye_candy effect would be blocked by the ground, so people can't see it. The original bag effect was vertical, so even if the bag was underwater, people could stiull see the effect. The effect is still there for everyone, just the ground can easily block it. Think about the IP 'hot tub' pool with a bag under water there.

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he is saying with some bags, the eye_candy effect would be blocked by the ground, so people can't see it. The original bag effect was vertical, so even if the bag was underwater, people could stiull see the effect. The effect is still there for everyone, just the ground can easily block it. Think about the IP 'hot tub' pool with a bag under water there.

 

Ooh hmm well oki, yes that's true I guess... I just don't see much positive side of this though... how many spots worth puting a hyperspace bag has submerged ground there so you can totally hide the effect? Or when do you not want to reveal that you pick up a bag partly covered in water?

 

But I still want to bring up this subject about only having effect on pick up bag, not drop... Doesn't anyone else of you find the effect looking very weird on small creatures? And as I mentioned before I'm sure there will be floods on newbie channel of ppl asking why their rabbit exploded or alike. But well... up to you to decide.

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he is saying with some bags, the eye_candy effect would be blocked by the ground, so people can't see it. The original bag effect was vertical, so even if the bag was underwater, people could stiull see the effect. The effect is still there for everyone, just the ground can easily block it. Think about the IP 'hot tub' pool with a bag under water there.

 

Ooh hmm well oki, yes that's true I guess... I just don't see much positive side of this though... how many spots worth puting a hyperspace bag has submerged ground there so you can totally hide the effect? Or when do you not want to reveal that you pick up a bag partly covered in water?

 

But I still want to bring up this subject about only having effect on pick up bag, not drop... Doesn't anyone else of you find the effect looking very weird on small creatures? And as I mentioned before I'm sure there will be floods on newbie channel of ppl asking why their rabbit exploded or alike. But well... up to you to decide.

I think the effect should only be on bag removal, aftrer all, the purpose of the effect is because the bag is being removed totally, poofing into non-existance. When a DB is created it 'falls' out of the monster/creature which would be very different from vanishing.

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But I still want to bring up this subject about only having effect on pick up bag, not drop... Doesn't anyone else of you find the effect looking very weird on small creatures? And as I mentioned before I'm sure there will be floods on newbie channel of ppl asking why their rabbit exploded or alike. But well... up to you to decide.

I think the effect should only be on bag removal, aftrer all, the purpose of the effect is because the bag is being removed totally, poofing into non-existance. When a DB is created it 'falls' out of the monster/creature which would be very different from vanishing.

I agree with both here, it very much looks like the rabbit is exploding, not particularly pleasant imo.

I would rather see the effect only on bags being removed, not created.

 

Another comment I have is that the effects are lovely but come and go way too fast. Is it possible for them to last a little longer, and have a more graduated particly exit from existance?

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Observations:

A) Windows users are the only ones complaining about the bag effect.

B ) A bug for Windows users getting only minimum-detail eye candy was at least partially fixed yesterday. Way to tell if you're getting minimum-detail eye candy: look at a teleporter. If you see stark "boxes" in it yet your framerate is high, you're probably being hit by this problem.

 

Possibility: perhaps they're seing a minimum-level detail bag effect, and perhaps it looks more "explosive" than the normal one.

 

Solution: Update your CVS clients.

 

If this isn't the case (if either the windows bug hasn't been fixed or the perception isn't due to that), perhaps we could take a poll? Question to those who think it looks too big: it's the same size of the bags (at least, as it completes). Do you really find it realistic that a small rabbit turns into such a large bag to begin with?

 

 

Observation, concerning windows: Beaverhunter, could you follow up on what you said were problems after your update with things moving jumpily? I'd like more info -- a screenshot, a better description, etc.

 

One possibility: I noticed that Windows' timer resolution is god-awful. Check it out: all times seem to be a multiple of 156,250 intervals of 100 nanoseconds (i.e., multiples of 15.625 milliseconds!). That's not a very good timer resolution at all. One possibility is because it jumps around so much, your level of detail is jumping almost every frame, causing a discontinuity. One possible fix would be .

 

Anyways, let me know.

 

Note concerning effect centering: A new effect centering fix is in. Thanks to Spleenfeeder for burning tons of essies, and nintenduh for burning a few afterwards. There also was a bug for the end of targetted magic effects not showing up (one of my earlier feature additions -- making effects "deactivate" when you're far away -- caused this). Let me know how things look.

Edited by KarenRei

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About bag dropping:

Well it's not about detail... Something in orange/red like colors flashing quickly in a sphere like shape... that is easily seen as an explotion, at least visually. I want the effect to look more like something really is going up in emptiness, pretty much like the old effect, not just something "for the looks".

 

Timefunction: I'm sure there are some more exact time functions in Windows, don't really have time to search for it now but I can try later. I find it weird that you are somewhat sceptic of me really having 75 FPS and rely more on that calculation. I get same FPS in the FPS/benchmark program FRAPS, so it really is 75 FPS most of the time. Maybe you need to calculate it different? Are you really getting same framerate from el_idle as from EL normal FPS on Linux?

 

The current "multiply by 10" solution for windows won't do, cause this can lead to when ppl are really suppose to get degraded LOD, they might not get it properly.

 

Jump follow up:

Well it was actually more you talking about having jumpy particles and such but sure I did mention that it didn't run very smooth, but that was at a 1 minute play or so, quickly checking the new CVS out. I'm gonna try to play with the CVS on real server some time soon, then I can encounter more of this and see whats going on and what things look like when actually playing the game.

 

Other stuff:

Are the summon effects implemented and working/tested properly? I saw screenshots of some effects of a few creatures, looks pretty nice but I would like to see more testing of it. Also, is it applied to summoning through stones too?

 

Any progress on the flickering? That might be one of the biggest issues if not tracked down soon. Also someone should make it so that 3D Alpha Blending and Anti Aliasing cannot be selected at same time, they increase each others effect and make trees for example missing texture/surface along the "wireframe" building the 3d object. (The object becomes splited into pieces)

Edited by Beaverhunter

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I find it weird that you are somewhat sceptic of me really having 75 FPS and rely more on that calculation.

 

Where did that come from? Not once did I doubt that you were getting 75 fps. No need to get defensive about your computer; it's doing just great :( I thought I had made it quite clear that the algorithm I was provided with for Windows time getting was buggy, and that you need a "*10" to at least get closer to a proper framerate.

 

Are you really getting same framerate from el_idle as from EL normal FPS on Linux?

 

Yes.

 

The current "multiply by 10" solution for windows won't do, cause this can lead to when ppl are really suppose to get degraded LOD, they might not get it properly.

 

No, it *really should* be times 10. The algorithm I was supplied with is broken. Seriously; I looked it up. They were giving me the time in 100 nanosecond units; I needed it in 1 microsecond units.

 

Well it was actually more you talking about having jumpy particles and such but sure I did mention that it didn't run very smooth, but that was at a 1 minute play or so, quickly checking the new CVS out. I'm gonna try to play with the CVS on real server some time soon, then I can encounter more of this and see whats going on and what things look like when actually playing the game.

 

Thanks; that's what I need. :D

 

Are the summon effects implemented and working/tested properly? I saw screenshots of some effects of a few creatures, looks pretty nice but I would like to see more testing of it. Also, is it applied to summoning through stones too?

 

I'd like to see more testing too. Remember, I can't summon things, cast spells, etc; my test char is a n00b. Feel free to try it out. As for what it's applied to, you'll have to find it. It is activated by signals from the server, so if it doesn't go off, Ent will need to fix that.

 

Any progress on the flickering? That might be one of the biggest issues if not tracked down soon.

 

Actually yes. Unfortunately, it was from a crash fix in 3d_objects.c. Since I don't know that the crash fix actually fixed the crash it was for, and there was only one report of that crash, I rolled it back. Still...

 

Something in orange/red like colors flashing quickly in a sphere like shape... that is easily seen as an explotion, at least visually. I want the effect to look more like something really is going up in emptiness, pretty much like the old effect, not just something "for the looks".

 

Dropping a bag forms the shape of a bag being stretched toward the ground. Picking up a bag forms the shape of a bag being stretched upwards into nothingness. They conform to the shape of the 3d bag model. What more do you want? How do you consider "sparkles flying up" to be more like a bag being picked up or dropped?

 

Again, since I still don't know that you're not running on minimum LOD, I'd hold your judgements until we know that you're running on a more realistic LOD.

 

I'm sure there are some more exact time functions in Windows, don't really have time to search for it now but I can try later.

 

Thanks; that'd be nice. Unfortunately, I remember someone at my office complaining about how Windows 95, 98, 2000, and XP's timer resolutions are all pretty bad, and he had to upgrade to Vista to get a time-sensitive application he was writing for measuring the reaction time of subjects to work properly.

 

If you don't find anything, I can write code to make it so that, if the OS is Windows, use the average FPS instead. That should be smoother.

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I remember one windows app that ran too faster under XP because the timer resolution was different between XP and the Windows 98 systems used to develop it. Not sure where the code is, but you had to ask windows what the resolution was or you couldn't get it right. Using a constant would always mess you up on some systems.

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To ttlanhil:

 

Check out the latest version and enable -DDEBUG_TTLANHIL_TRANSPARENCY. Beam to IP. You'll see row after row of quads stretching from 100, 70 to 100, 150. If you could, take screenshots of all of them, both front and back (you should be able to get many of them per screenshot).

 

Hopefully, hopefully, hopefully this will help us figure out what's wrong with the rendering of light beams on your card.

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If I remember correctly since I last did windows programming there are some functions called QueryPerformanceCounter and QueryPerformanceTimer or something like that.

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Yep, Troca is right, those should work.

Check this out:

http://www.gamedev.net/community/forums/to...e=1򉰍

 

If the FPS calculation is wrong by that much that it jumps between 30 and 60 FPS or 3 and 6... Then it's not a working algorithm=p

 

About bag again: Please try and kill like 10-20 rabbits/beavers/rats and if you then not find it abit similiar to that the creature is somewhat exploding on death, then well..., time for glasses;D

I still want the bag effect only on pick up.

 

When it comes to summoning I have no chance of testing either, maybe you can get someone like Blodoks or Chaoogie or any of the top summoners in there. Cause of the test server being so not-up-to-date I barely have anything =p

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Beaverhunter: I've seen hundreds of animals die with the new effect. IMHO, it looks good. And I'm not the only one who feels this way; check earlier in this thread. I'd be glad to modify the effect if desired, but not unless there's a solid majority wanting it changed. You could post a hundred posts saying you wanted it changed, but unless there's evidence that a majority want it changed, I'm not touching it. On the other hand, if a majority *did* want it changed, it wouldn't take a hundred posts from you; I'd change it right away. Either way, reiterating that you don't like how it looks doesn't change the count.

 

Instead, let's be productive and work on your jumpiness issues. :P

 

If the FPS calculation is wrong by that much that it jumps between 30 and 60 FPS or 3 and 6... Then it's not a working algorithm=p

 

And it's the fault of Windows' timer resolution. And it's code that I didn't write, and didn't even know how it was performing until we got debugging info from you.

 

Anyways, I'll switch it to the precision timer tomorrow, submit the code, and hope it works. Of course, if someone who actually had a windows computer wanted to make the change, we could actually know whether it works before it was committed. I hate taking flack for Windows issues when I've reiterated every dozen or two posts that I don't have Windows and can't test on it.

Edited by KarenRei

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I'd be glad to modify the effect if desired, but not unless there's a solid majority wanting it changed.

 

Well to be honest I know quite a lot of people who run the client with the effects on and most don't really like it. No one hates it, but no one really loves it to. If you ever find the time to redo it or something I would vote for a new animation, but it's just a minor thing. All other effects are :P

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