Harwin on 3/3/2005 at 16:57
I wish I knew. The editor had occasional lockups during development. Most of them were addressed on our system configurations, but the editor is not what I'd call 100% stable, especially when you change to configurations we didn't have.
Sorry :(.
SneaksieDave on 3/3/2005 at 18:08
Quote Posted by Harwin
Reading another thread here, I think I do remember something that's different between the two. I believe custom sounds will only work with the Release executable from the editor. In the original, the sounds would only load from our packaged files. Now they'll also load off disk if present(since we couldn't(within time/download size limitations) provide you with the ability to change our packaged files) I believe I had to change the release executable for this.
Yep! That's got it, thanks Harwin. :) Now I've got the old T1&2 loot chime working finally after all these months!
Although, it is now going to haunt me, as to why the mechanicaleye_activate sound was easily replaced with the old executable, but the pu_loot sound required this new EXE.
rujuro on 28/4/2005 at 02:20
Did anyone ever figure out the solution to this "jerkiness", which just looks like low framerate? I recently ran the debug version on accident, and the game was MUCH smoother, which is the opposite of what should be. Any ideas?
rujuro on 28/4/2005 at 02:56
I'm just responding to myself like crazy. The difference in framerate seemed to mostly dissappear when I turned Vsynch on (it was off by default). FRAPS showed them both to be about the same regardless, but I still think the debug version felt smoother and more responsive in both cases (although less noticeable with Vsynch on).
It still seems wrong, but oh well.
EDIT: Some further testing has shown-
A. The fps reported by FRAPS in the two versions in identical on a 3.2GHz, Intel, 1Gig RAM, ATI 9800.
B. The Release version stutters quite often when looking around, while the Debug version does not. This is important because if an executable is to be included with Fleshloader (so that custom sounds can be used), we need to make sure the fastest one is sent. I am proposing it is the debug version, even if logic would dictate otherwise. Thoughts?
Durinda D'Bry on 28/4/2005 at 07:03
Debug version is much slower, just try, for example, Bloodline Opal on some not top hardware system (I have Athlon 2400+ and Radeon 9600). I see ~20% difference (I used Fraps to measure FPS). And, of course, this .exe is for design not for play as was told before.
Since I'm very busy with my job I didn't put my hands on T3Ed about month (only have time to play T1/2 FMs on weekends :( ). So, I didn't investigate that "jerkiness" problem well. My opinion is what I saw was result of high FPS and turned off VSync but it may be also very short performance drops due to some problems with lighting engine or with other engines (Havok, AI etc.). Probably we should try to play with scenes where "jerkiness" is appeared (for me it was tutorial5): change lighting and shadow cast, move AIs etc.
rujuro, it is not clear for me - did you notice "jerkiness" for concrete "scenes" or it was random effect?
rujuro on 28/4/2005 at 13:02
Concrete scenes. I found the same spot in my map in both versions of the executable. I stood in place and slowly panned the camera left and right. In the debug version it panned smoothly, in the release version it stuttered as it turned.
Interesting side note. I was wearing my headphones, and they pick up background computer noise when the machine is doing something, and I picked up a stuttering buzz that synched up perfectly with the visual stuttering. It seems like it might be a loading/cacheing thing? Perhaps block files would alleviate this?
Ziemanskye on 28/4/2005 at 19:40
Is it only the sound files this affects?
My current project found itself a little derailed when my tester found he couldn't run the map - and trying to with Opt gives us a log full of Missing Resource warnings. It's a compiled ibt, which I thought contained all the trigger scripts, but they're one of the biggest things his copy can't find.
:confused:
rujuro on 28/4/2005 at 19:56
the sound issue is just that the shipping version can't read sound files that aren't in the schema metafiles, so that shouldn't be a problem with the OPT version.
As far as the scripts being contained in the .ibt file, you may need to incude the gamesys file, I don't know for certain that they are in teh .ibt. I haven't built an .ibt myself yet.
Durinda D'Bry on 3/5/2005 at 07:16
This weekend I tried again to explore tutorial5 and "jerkiness on release versions" is still there. I was wrong to say that VSync option set solved problem :(
I've done very short exploration then and found out that lighting somehow causes this. For first, I've tried to remove all other objects (AIs, button, teleport things) and jerkiness is still appeared. Then I returned everything back, removed 2 lights and used level lighting properties instead. Problem was gone! Next I turned everything back again and tried to play with different lighting properties for light sources. It seems as at least light radius and even light brightness affect this strange problem. "Stronger" lights cause more jerkiness. I also played with some shadow casting related properties (turned shadow casting off on BSPs, changed extrusion things) but found no defferences. I would search forum for some lighting issues probably some of them correlate with this somehow...
Since I would continue to build my own mission I may get this problem (I didn't get it before in my mission because I started with pure architecture - just "global" level lighting is used still). Hope we find solution soon!