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FPSC Classic Product Chat / Compiled fpsc_game.exe running fpsc levels extremely slowly...

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DcZee
21
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Joined: 28th Apr 2003
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Posted: 21st Nov 2005 19:31
FPSC runs fine on my system, and the level im using for the test works fine and runs up to speed with the standard fpsc-game.exe program. I have the new enhancement package installed and everything compiles fine now with 5.9 (had to change the fpsc-050.txt file to increase the array dimension), however, when I compile fpsc_game in 5.9, my fpsc level runs extremely slow as though it is running in emulation mode rather than hardware accel mode. Other observations are: on startup, the Game Creator screen is the wrong resolution, (extremely large like 3 times the actual screen resolution) and, once the level loads and starts to run, the screen draw is agonizingly slow and has two or three screens draw in on top of each other. Once in the level, framerate would be approximately 1fps. Ridiculous I know and the result of some problem with the fpsc_game.exe compile. Im running everything from the fpsc folder. Any ideas or suggestions would be appreciated.
This level runs fine with the FPSC-game.exe file, just not with the 5.9 compiled exe file.

My video card is a radeon 9550 with 256meg
1 gig ram
Athlon 2.4 gig processor.
dpharaoh
19
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Joined: 2nd Nov 2005
Location: SouthEast MA
Posted: 21st Nov 2005 19:33
did you change anything in the source, or is it a straight compile?
flashing snall
19
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Joined: 8th Oct 2005
Location: Boston
Posted: 21st Nov 2005 21:09
hmm, my games run way faster when compiled

dont assune cause u make an ass out of u and me
DcZee
21
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Posted: 22nd Nov 2005 03:17
dpharoah: Its a straight compile... other than the increasing of the one array from 625 to 629 as stated in the text file that comes with it.
The test level runs fine from the main fpsc-game.exe program but when it is run from my compiled version its running almost at a full stop hehe.

Flashing small: that is what I expected to have happen but something just isnt right with the compile.
dpharaoh
19
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Joined: 2nd Nov 2005
Location: SouthEast MA
Posted: 22nd Nov 2005 14:44
I posted an .exe which is a slightly modified version here:
http://www.brooklawnstudios.com/FPSC/

Try it out, tell me if it works.
DcZee
21
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Joined: 28th Apr 2003
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Posted: 22nd Nov 2005 20:15
dpharoah: that compile worked great! Not only were the resolutions set correctly but the compile appears to run slightly faster than the original. What changes did you make?
dpharaoh
19
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Joined: 2nd Nov 2005
Location: SouthEast MA
Posted: 22nd Nov 2005 20:19
Only added to it actually, to support invisible explosions for MAKO's throwing stars projectiles. Word on the street is that the recompiled source does run slightly faster than the release

(To use invisible explosions, set invisexplode=1 in the flak and weapon's gunspec.txt)
Xilch
19
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Joined: 10th Sep 2005
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Posted: 22nd Nov 2005 20:26
I can also verify that your version runs significantly faster than the released version. That seems rather odd... *shrug*

"oderint dum metuant"
dpharaoh
19
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Location: SouthEast MA
Posted: 22nd Nov 2005 21:56
I'm sorry, there is also another change I made to a loop to stop something from happening when it wasn't necessary. I am very glad to here it runs faster. This means Riker9 will also be faster, and with loads more improvements as well.
Lost in Thought
20
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 24th Nov 2005 06:17
One reason FPSC levels are so slow is that DBP does not hide and show limbs that are out of view If 1 poly of an object is on screen it seems to be calcing all of them even if the object is setup with limbs.

DBP example code. (This is how FPSC levels are setp appx)



Move your camera around and angle it differently while watching the poly count. Then run this code with seperate objects as see the difference.



And the load times are terrible due to several things. Mainly the files are all compressed and have to be decompressed to load and delete object is terribly slow. I think mainly the file de-compression.

dpharaoh
19
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Location: SouthEast MA
Posted: 24th Nov 2005 12:26
That is useful for me to try and work on the source code over the weekend.
Cellbloc Studios
20
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Joined: 15th Mar 2004
Location: Atlanta, GA
Posted: 24th Nov 2005 15:27
@LIT and dpharaoh:

Yeap. Your starting to see some of the issues I have had while basically "rebuilding" the source code. The non-culling thing is really killing performance, but I think I have a work around. People may have to use my DLL that I made for better performance, but I am hoping with the release of 5.9/5.10 it won't be needed.

-This...is my boomstick!
dpharaoh
19
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Joined: 2nd Nov 2005
Location: SouthEast MA
Posted: 24th Nov 2005 16:59
Cellbloc-

How have you been? Should I try working on this, or are you pretty sure your .dll will give some speed increases?

I was also thinking of doing some basic/standard code optimizations like compound if-then statements in the logic-intensive areas (entity_control)

Please touch base with me when you can, I would like to coordinate efforts to make sure I am not working on something you are/ and vice versa!

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