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DarkBASIC Professional Discussion / To all the moaners out there!

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AndyUK
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Posted: 3rd Apr 2003 22:25
Im new to darkbasic pro and have only been here for 5 minutes... no matter what topic is created, it always turns into, "it wont do this... it says it can do this and it dont..." blah blah blah. What you need to understand is that this is a new development tool and it needs time to mature, no one said you have 3 months to write a fully fledge high quality game or your sacked and you'll loose your house!... calm down and enjoy. I cant see all this moaning going down too well at the tech support end, they are trying to help you by solving the bugs, it takes a bit of time people... and thats all i have to say

p.s Good job DBpro team [b])
| P4 2.4(533) | 512DDR(333) | GF4Ti4200 64MB | WinXP Home Sp1 | Cup of CoffeE |
the architect
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Posted: 4th Apr 2003 00:19
See how you feel in 6 months time zoot.

Andy Igoe
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Posted: 4th Apr 2003 00:33
Actually I agree.

I read a lot of posts here and have to try so hard to refrain from saying 'You stupid asterisk' in so many. So much so that I don't think i've really helped anyone with a problem since patch 4 came out yet because i'm not in the mood to be polite of late...

Most of the so called bugs are just dimwitts not understanding how to use the tool, which is fine if they would only say 'I don't understand can anyone help me please' but instead the standard responce here is 'This is a bug'.

Be bold enough to admit you don't know everything - and accept that just maybe the bug is in your own code and not DB.

Sure there are some geniune issues, mostly minor ones for which there are a multitude of work-arounds, and in most cases having to rethink a section of code will actually slow us down long enough to think of a far better and more efficient way to code something!

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.
Rob K
Retired Moderator
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Posted: 4th Apr 2003 00:42
The trouble is ZooT, a lot of people here have never used a programming language like C or such before, and thus don't understand the shear complexity of having a programming language and 3D engine and suitable for newbies. Anyone who has DX in C experience will understand this.

Its nice to have someone new here who appreciates these things

Current Project: Retro Compo. Entry.
TogaMario
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Posted: 4th Apr 2003 00:52
Hmm, when it's proven that the code worked before the patch, then how do you expect us to take the rap for it Come on, obviously, there are something wrong, whether it be us or them who's made the mistake. I'd just be happy knowing the solution, and no one seems to have any. Granted, I have seen false "bug" reports, but when don't act like you don't get mad when your code deosn't work You want to blame it on SOMEONE, lol, and I can always seem to eliminate myself from the mark-up. In this case, I happen to know that it is not my fault the game is dead, after testing FPS and realizing that it never really goes below 25-30, but even at 40 the commands still lag. Surely I could do more testing to find out the problem, but I'm not going to if I don't have to (i.e. someone else knows how to fix it/what's causing it) Also, Zoot, i'd been waiting for a month to see if Patch 4 would fix some things that I required to even get my game idea into a state of testable being. So far as I can tell, it did fix one thing, but broke another, and causes my computer to lag commands, which makes it impossible for me to develop farther until I find out why it takes 5 seconds for DPPro to understand my input when i'm going 39 FPS. Good luck with any games you may be wanting to make though, it is a lovely system to develop with! It's easy as snot to pick up, but sometimes it's testy ...

P.S. This is what the alphabet would look like if Q and R were eliminated.
TogaMario
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Posted: 4th Apr 2003 00:55
Heh, I used DX in C++ ... made Pong. Quit DX with C++ and went to DBPro ... much quicker. I could make 3d pong in DBPro in two days or less, it took me a month with C++. Definitely a good investment, just wish I didn't have to search the seven seas for an answer to some of these Q's. BTW, the community is very friendly and helpful when you have coding questions, special thanks to all those that helped me with simple stuff when I started.

P.S. This is what the alphabet would look like if Q and R were eliminated.
Darth Coder
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Posted: 4th Apr 2003 01:31
Ï think that pointing out the issues that are a problem for us when using DBPro is constructive. It's important for the dev team to know what problems the users have so that they can fix or improve things.

I've seen forums and mailing lists for some products I won't name, where it was forbidden to say "bug". And when a newbie was complaining about some very real bugs, he was told that was because he was a noob.

While I'm having fun using DBPro, I'm also a bit frustrated on some points. I'm sure the product will continue to evolve and be even better.

"You don't know the power of the Dark Side." - Darth Vader
Galiem
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Posted: 4th Apr 2003 01:55
Actually, one of the best things about the DBPro community is its members' willingness to help eachother out. That, and the fact that it's a great place to share ideas.

Even people coming from a C++ background make mistakes in code, and need help. Look at one of my posts lol

DBPro is limited, but only slightly, from what I've seen. There are ways to do just about anything you want to do with it. Just sometimes, you start have to start in Florida, but go through California to get to Georgia, if you know what I mean lol

People start a program with an image of what they want it to be. When they have to change that image due to the tool they are using, it frustrates them to no ends. Really this is just part of coding, and I'm glad there's a place where newbies can learn it with pride instead of shame.

Wayne
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Posted: 4th Apr 2003 02:03
*rolls eyes*

Never stop in the perseverance of knowledge.
The Key to life's secrets is on that road.
Rob K
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Posted: 4th Apr 2003 03:46
"I've seen forums and mailing lists for some products I won't name, where it was forbidden to say "bug". And when a newbie was complaining about some very real bugs, he was told that was because he was a noob."

Good point, at least these boards are pretty liberal. However sometimes noobs do claim there is a bug when there isn't. The "noob" referred to is you, right?

Current Project: Retro Compo. Entry.
The admiral
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Posted: 4th Apr 2003 04:45
Your right most of the bugs are actually in peoples code. I have managed to fix all the bugs I found after slightly tweaking my code to suit patch 4 and it works great. Good job db team.
AndyUK
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Posted: 4th Apr 2003 13:32
I understand that there may be some bugs in the tool and your apps might be reaching 40fps max but a little patience and you will feel silly reading back these topics... im using the demo at the moment and im getting 288fps displaying a q3 bsp, admitedly i dont have any collision detection yet but from what i can see its very very fast... and considering im using 16 lines of single commands, nothing out there comes close to the easy of use/results ratio.

| P4 2.4(533) | 512DDR(333) | GF4Ti4200 64MB | WinXP Home Sp1 | Cup of CoffeE |
Andy Igoe
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Posted: 4th Apr 2003 15:25
Toga,

Let me put my argument into context please. May people here where waiting for patch 4.0 in the belief it would suddenly make their project work with a sudden speed boost and a few other issues.

Surely it would have been wiser to have written a program that worked in the first place with the tools that you had available at the inception of the project?

Relying on undisclosed technologies meens you are relying on something that could have any effect and other ramifications that you cannot possibly prepare for. Particularly in the case of changing DBPro version - it is afterall the engine that drives your game and migration to new versions is always going to have further reaching implications than you can plan for.

When patch4 came out I moved across those projects which easily migrated, however I kept one project back in patch 3 - this is fine, because it does not need patch 4 to be completed as the design of the project never eclipsed that which I knew was achievable with the tools I had when I started it.

If I had ben relying on patch 4 then I would likely have had to start all over again. I wasn't relying on it though, because I had the foresight not too... Your argument falls down because it is your project which is bugged. It has been designed on 3.1 but to run on 4.0. Therefor you could not possibly have prepared your project to run under patch 4 and this is the root of the problems you now face - engine migration...

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.
AndyUK
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Posted: 4th Apr 2003 16:19 Edited at: 4th Apr 2003 16:20
Yes, you have a valid point, but like people have already said, this is a new develoment tool and its going to need time to mature and yes, you may have to rewite your code to run on a new patch, but very soon, there will be a standard and the need to do extensive modifications to your code will no longer be needed. Its a matter of time and patience. The good thing about all of this is that you are learning more and more about the whole system. Half the fun in my opinion is getting the damn programs to run the way you want them too.. the learning curve is much steaper at the moment but when its all sorted, you will be a master!

| P4 2.4(533) | 512DDR(333) | GF4Ti4200 64MB | WinXP Home Sp1 | Cup of CoffeE |
Terabyte
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Posted: 4th Apr 2003 17:07
well i still cant get bsp height adjustment to work! [img][/img]

I have a word of advice...
..don't piss on an electric fence!
TogaMario
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Posted: 4th Apr 2003 20:47
I would also like to clearify my arguement. Understandibly, patch 3.1 and 4 are extremes to each other, and the ramifications of creating in one in expectation of it migrating to the other is quite rational considering the advertistment for patch 4 was also including "not much recoding" on my part, as I recall. Patch 3.1 was too buggy for my to continue my project, so I waited for Patch 4. Patch 4 is even more buggy than the latter (for me). It is very fun to progress with the game, but I haven't been able to in a month because no one seems to want to fix my problem, which I happen to know could be fixed with a patch ... seeing as how going from one patch to another broke it, and I've tested my graphics card, FPS are higher than normal, truely, but performance is horrible, doesn't make sense. The squeakiest wheel gets the oil, eh? In this case, ATI users, which I can understand them wanting to fix that first, a lot more people have that loading problem. But imagine for a second if you could no longer move in your game without this 2 second delay between your clicks and arrow keys, but everything ran so smoothly in the process ... :-s BTW, there are no errors, and my code isn't even that developed yet, and there aren't that many things in my world. I think it's a problem with the new pipeline being so ... new. Thanks for your two cents, though, keep em comin'.

P.S. This is what the alphabet would look like if Q and R were eliminated.
TogaMario
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Posted: 4th Apr 2003 20:52 Edited at: 4th Apr 2003 20:54
There never were any problems (error in code-wise) with patch 3.1, besides my particles looked funked. Clone object didn't work, object intersection didn't work, polygon collision didn't work I had to find ways AROUND those, which was inconvenient, but they still worked. I heard someone say that my level editing would be easier if "something" got implemented into patch 4, and so I waited. Disappointment ...

P.S. This is what the alphabet would look like if Q and R were eliminated.
malcom2073
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Posted: 4th Apr 2003 20:53
This is exactly what zoot wasd talking about methinks. You cant expect instant gratification. its like programming in Dx. When you upgrade to the next level (patch) You are going to have to rework some things to make it compatable. Thats life, you dont like it then dont upgrade, I still program in DX7 occasionally. Get the idea?

AndyUK
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Posted: 4th Apr 2003 22:30 Edited at: 4th Apr 2003 22:31
Thanks malcome, exactly my point.. and im sure it will all be sorted out, so untill then, lets all play like nice people. .... <-- semi gas mask?

| P4 2.4(533) | 512DDR(333) | GF4Ti4200 64MB | WinXP Home Sp1 | Cup of CoffeE |
Kangaroo2
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Posted: 5th Apr 2003 00:14 Edited at: 5th Apr 2003 00:17
"no one said you have 3 months to write a fully fledge high quality game or your sacked and you'll loose your house!"

lol No, you're right, it was 6 months

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
Andy Igoe
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Posted: 5th Apr 2003 00:24
hehe, no it was a flat.

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.
the architect
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Posted: 5th Apr 2003 00:26
When my programe runs at 30 to 60 fps with patch 3.1 and then drops down to 15 - 20 seconds in patch 4, with previous objects whose limbs are a hidin and a showin and so you have to go back to 3.1.

I call that a patch problem. As my levels are made of BSP, I did not expect too much boost but I did expect some as I was using a number of objects.

I spent two months getting the code working as fast as I could without patch 4 and with as much stress as I expect to apply graphically. The problems are not in the code.

My real gripe with DBPro is that when you send an e-mail to them you get no return, not even a polite acknow. I suspect BSP runs slower ALOT slower in DBPro without the entities than it does in the game with all the entities. Ive asked what kind of improvements are in the pipeline for BSP and I get no answer at all.

the architect
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Posted: 5th Apr 2003 00:31
PneumaticDryll

If I wrote my program again for p4 it would probably be using many of the same commands because they are the syntax. P4 still uses all the commands although certain methods have changed and values have to be altered.

But I bet if someone used to patch 4 wrote the same prog as me he would probably have the same problems.

the architect
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Posted: 5th Apr 2003 00:37
"DBPro Patch 4 is now available!
Give your programs the speed boost they deserve!"

Where does it mention rewriting your code...

TogaMario
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Posted: 5th Apr 2003 00:45
Good to hear that someone sees what I mean. Alls I want from a patch in the future is stability, screw the new features, fix the ones you've already got.

P.S. This is what the alphabet would look like if Q and R were eliminated.
Galiem
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Posted: 5th Apr 2003 01:25
Man oh man, if the DBPro team decides to move DBPro to DX 9, y'all's heads will pop x-d

Andy Igoe
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Posted: 5th Apr 2003 01:28
The only way to ensure that engines work correctly with code written for old versions is to not change anything at all and keep using the old version. Of course in this case that wont help you because your program isn't working in the old version...

To use an analagy:

Change is always scarey, so much so that many companies invest millions of pounds to re-assure their staff that change will be for the better.

If a company provides it's staff with Bic biro's but in a cost-saving exercise changed brands - I guarnatee you that many staff would complain that the new Biro's don't write as well as the Bic ones or complain about ergonomics... The reality is the human species is incredibly fickle, closed minded, and set in our ways.

Back in to DBPro context in moving from patch 3 to 4. It's not so much the commands that you need to change, but the techniques. If you use the same techniques to program that you did a year ago - then in the last year you have learnt nothing.

A few months back I released a demonstration of my Terrascape engine, it handled well over 100,000 objects, 500 of them with an AI. Varying between 8 and 1200 polygons in each object and textured from 128x256 upto 512x512.

Now with patch 4 I am trying to write it to run over 1,000,000 objects.

It's a matter of technique, understanding the tool and maximising those aspects which are ripe for the picking.

In the transition from patch 3 to patch 4 I have completely changed the way I handle the game objects in every respect, partly because of realising a new method, and partly through maximising the new features of patch 4.

Am I just lucky to have a program that compiles happily under patch 4? No not really, i've changed an awful lot. I've learned a lot, and i'll continue to learn and embrace the changes as they happen.

Of course I could have just come to the boards and moan that the now operable clone object command isn't fast enough for my needs. Instead I have stopped, taken a step back - and changed the way I approached the problem.

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.
TogaMario
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Posted: 5th Apr 2003 01:38
Well, I'm glad you had a deep thought, but back to the problem at hand, how many ways are there to load a .X file and place it ... i'm not using complex maths, they are basic DBPro solutions. If you have a suggestion on how to have 300 trees created in some way better than I have, feel free to tell me. BTW, I am using make mesh from object instead of clone object ... the way I had it before when clone didn't work. And i'm serious, tell me a secret to speed up this simple program, and i'll love ya forever.

P.S. This is what the alphabet would look like if Q and R were eliminated.
Andy Igoe
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Posted: 5th Apr 2003 02:10 Edited at: 5th Apr 2003 02:13
Sure i'll help, let's first take a look at what you are doing with your objects - there's so many factors that could influence the way in which you handle your objects.

Are they animated?
Are the trees all different meshes or a few flat plains with textures?
Are they different sizes?
Is each tree the same texture?
How fast does the camera move?
Do you skip to different areas of the map in an instant?
Do you have 1 camera or multiple?
Does the AI have to path around the objects?

And many more questions besides. I've had no trouble displaying 300 objects on screen and with 300 objects that is enough to display a forest with hundreds of thousands of trees. Of course if you want 300 high polygon objects then that's a different matter, we'd have to start looking at billboarding.

When dealing with large-scale object handling it is important to make the distinction between the physical object that you put onscreen and the virtual object that is held in an array or memblock.

If you want to deal with a trully mammoth quantity of objects, then you must detach the virtual object from the physical and start re-using the physical objects to display the relevant virtual ones.

So if you've 300 trees on your map, how many are actually onscreen at once? If the answer is 30, then you need 30 physical tree objects.

In a direct answer to your question, there's one way to load an object, several ways to create an object in your world space, and an infinite number of possibilities once that object is loaded.

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.
AndyUK
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Posted: 5th Apr 2003 02:11 Edited at: 5th Apr 2003 02:15
Although im using the demo, im getting 300+fps on a quake 3 bsp, so thoes of you getting 30fps.. time for an upgrade me thinks. Really though im only a beginer here so i cant say whats what.. but when i see people saying they get very low fps.. surely there is something your doing wrong or your hardware is just not up to the job.. like i said me not know.. just a noob

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Richard Davey
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Posted: 5th Apr 2003 02:53
"Give your programs the speed boost they deserve!"
"Where does it mention rewriting your code..."

In the Patch4 readme file perhaps?

"As DBO is new, there are bound to be subtle changes. Sometimes where a very old bug that copied functionality has been fixed. These will result in your applications behaving every so slightly differently."

etc etc.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
Dave J
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Posted: 5th Apr 2003 05:31
Quote: ""Give your programs the speed boost they deserve!"
"Where does it mention rewriting your code..."

In the Patch4 readme file perhaps?"


That's quote worthy. haha.

"Computers are useless they can only give you answers."
TogaMario
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Posted: 5th Apr 2003 05:53
Well, I just want to say Thank You Rich. I'm now happy knowing the issues ARE indeed being fiddled with on the board! YAYYYYY!!! I'll just start with my matrix editor until then.

As for my trees, they're all 6 sided polygons (same .X file), not animated, and have the same texture. (The tree tops will be 2 intersecting planes, but haven't added them) I'd say about 70-100 visible MAX at any given time, but 30 normally. They are resized slightly (randomly) by using DBPro's scaling command. The map is only two 300x300 scale matrices wide, one matrix having the trees on it. And i'm using only 1 camera. Thanks bunches!

P.S. This is what the alphabet would look like if Q and R were eliminated.
Andy Igoe
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Posted: 5th Apr 2003 14:38 Edited at: 5th Apr 2003 14:40
This little snippet will display the nearest 50 trees within camera range. The tree's are updated every 2.5 seconds although you might want to change that depending on how quickly you move about in your game.

I haven't tested this, i've just written it strait into editor as without the rest of the program there it obviously wont do much .



You could also add a check to see if each tree is onscreen and if so set it's range back up.

I hope that helps

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.
TogaMario
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Posted: 5th Apr 2003 17:09
Wow, thank you, I'll give that a whirl! Looks very promising, and I really did need this for effeciency purposes anyway (loading and unloading other geometry like castles and what not) Thanks again!

P.S. This is what the alphabet would look like if Q and R were eliminated.
Andy Igoe
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Posted: 5th Apr 2003 17:17
Ooops, gamespeed is in the wrong place in the loop! It should be the first line after do because you need to run it twice on program execution - otherwise the treeUpdateFrequency() may start out with a stupidly high number and cause lag when the program starts.

Sorry

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.
the architect
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Posted: 6th Apr 2003 02:11
I dont care about the techniques to reduce cpu stress, I am applying them. Why is it a program that works at 30- 60 fps suddenlt drops 30 fps with patch 4. That is all I am asking. I read the read me and it does not say that if you are using objects and bsp the program will run slower!

AND tell me. Why is it that I load and lock an object to screen it does not work properly. The object has limbs that flash on/off, hidden/visible. I dont want it to do that! That is not a programming fault.
Basically it works this way...

Load object "lasgun.x",next_t_object
lock object next_t_object

How can I honestly write it differently so that limbs do not flash on/off, hidden/visible in patch 4! How am I doing that wrong.

When patch 4 was released and all these issued came to light I ADVISED people to read the READ ME. I resent your answer on that Rich and how come when I ask a reasonable question about something and even E-mail YOU(Rich) I get no answer AT ALL. This is where I get annoyed. Now you are quickly on the defensive. I only need answers to know how I should proceed oor work around something such as BSP performance or wether I should consider an alt.

the architect
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Posted: 6th Apr 2003 02:29
zoot,

Q3 ran on a p400 with 32 meg perfectly. That includes 14 characters running about, spec effects,entities, AI etc. Not some amatuer loading just the one level.

When I load a Q3 bsp I notic e that with a limited amount of cpu stress it runs at a very slow fps rate.

I have double the specs put down above. As I have said. When I ask for details of how BSP may be improved I get absolutly no answer, NO ANSWER. I am not new to DB as I used DBC for a long time. In pass forums I have defended DBPro when I saw injustice. Even recently i MENTIONED about techniques to get back frames I applied in my own programs but someone PLEASE,
PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE telll me why my program drops 30 fps etc(as above) in Patch 4 when in P 3.1 it run far better.
Ive rad the read me. It does not help me solve this problem!

Andy Igoe
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Posted: 6th Apr 2003 02:35
Not nearly enough information to help you, sorry.

Please edit your post and put some spaces in as you've made a line several times wider than my display and it's messed the formatting up.

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.
the architect
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Posted: 6th Apr 2003 02:37
Sorry bout that.

The info is that my prog consists of a BSP and a number
of objects. I expected little boost because of the BSP
but instead I got slower frames.

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