TE - Alpha testing r113 posted

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ohlidalp
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My testing

Post by ohlidalp »

Hi.

1)
HP NX6310 notebook, Core2Duo 1.8Ghz, 1GB memory, Intel mobile 945GM express chipset integrated graphics, WinXP SP2 32-bit
Right after started(not much map visible) : 150FPS
After making the map visible and looking at the middle : 15FPS
While moving around the middle slowly: 15FPS
When looking at a map corner:
top corner 36fps
bottom corner 48fps
right corner 96fps
left corner 70fps
Minimum fps i got (moving the view as fast as possible): 5fps
Cpu load: one core 100%, the other about 10% (all the time) (even if i used -threads 2 parameter)

2)
Pentium4 1.6GHz, 1GB memory, nVidia 6600 LE, WinXP SP2 32-bit
after start: 285fps
whole map visible, looking at middle : 20fps
corners:
top 46fps
bottom 62fps
left 106fps
right 92fps
minimum: 5fps
cpu load: 100% all the time

-------
The window size was the default one in both tests.
On both computers, it was impossible to make whole map visible. Check the image to see the effect i was getting.
Attachments
Its impossible to see the whole map!
Its impossible to see the whole map!
gaps.png (40.35 KiB) Viewed 19459 times
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uzurpator
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Re: TE - Alpha testing (test TE, be HEEEEEWO!)

Post by uzurpator »

New alpha for your testing pleasure.

Tell me - how is the button working and if there is a visible performance increase from previous version. And crashes ofcourse.

BTW - under M you will generate new terrain - which now will be non-square :D
Attachments
te-alpha-changes.rar
Download this and overwrite previous alpha if you have one or uncompress to the seme folder as statics
(1.25 MiB) Downloaded 385 times
te-alpha-statics.rar
If you have previous versions of the alpha, this file is not needed. Otherwise download and uncompress to the same folder as changes
(3.64 MiB) Downloaded 386 times
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Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
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Re: TE - Alpha testing (test TE, be HEEEEEWO!)

Post by saint »

Default window size and view, frame rate > 700 (according to terminal window). Near centre on full zoom gives a frame rate ~400. Showing the centre but fully zoomed out, frame rate ~130. Nearly maximised window (on a 1280x1024 screen) gives a frame rate ~100. I can't compare previous version performance since I never tested them. Button works fine (it "clicks" and animates although doesn't appear to do anything else).

Bugs:
See attachment - incorrect clipping of terrain when fully zoomed out.

System:
AMD Athlon XP 2500+
768MB RAM
GeForce 6800GS (128MB AGPx8 variety)

Anything I missed?
Attachments
Yes, I know it's JPG but the choice was 33KB or 330KB
Yes, I know it's JPG but the choice was 33KB or 330KB
TE.jpg (32.22 KiB) Viewed 5156 times
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Arathorn
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Re: TE - Alpha testing (test TE, be HEEEEEWO!)

Post by Arathorn »

It appears to be painfully slow on my system, but the console says framerate is about 39. Also, could you increase mouse sensitivity? I have to lift the mouse a few times from my mousepad to get to the other side of the screen.

System:
AMD Athlon 64 3000+ (32 bit Windows XP)
1,5 GB RAM
ATI Radeon 9250 (yeah, that one sucks).
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Re: TE - Alpha testing (test TE, be HEEEEEWO!)

Post by rabbit67890 »

[quote="Arathorn"]I have to lift the mouse a few times from my mousepad to get to the other side of the screen./quote]

i have to do that also
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Re: TE - Alpha testing (test TE, be HEEEEEWO!)

Post by ohlidalp »

Works great. :]

Pentium4 1.6GHz, 1GB memory, nVidia 6600 LE, WinXP SP2 32-bit
avg 60 fps with the minimum zoom and a generated rectangular map, 70fps with original square map.

When I generate new map and scroll over an unseen area, the program pauses for a second. But if I go there again, it runs smoothly. I also encounter the terrain clipping problem saint talked about, but it's nothing compared to the gappy map in previous versions :]

BTW: I didn't find out how to use the landscaping button. Does it even do anything?
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Re: TE - Alpha testing (test TE, be HEEEEEWO!)

Post by uzurpator »

Arathorn, Rabbit:

Try to adjust your windows mouse sensitivity. I'll try to add some adjustability tho.

An00biS:

The pause you are experiencing is a build of that piece of map. Normal behaviour, albeit slow. I'll will redo that element later, now however the performance is imvho good.

There are no clipping issues. To save on tris not all patches are displayed. At the zoomlevel that is visible you'll be seing strategic map anyway :)

The button does not do anything, it's just a presentation how it can look/work
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Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
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Re: TE - Alpha testing (test TE, be HEEEEEWO!)

Post by uzurpator »

Alpha 57 (57 is svn commit) is avaliable here:

http://tempire.phoenixscripts.co.uk/loa ... -win32.rar (4.2 MB)

This version is mostly meant to present weather changes during the year, that is why the accelerated time is here.

Also with 'G' key you can change the grid translucency.

NOTE - the performance is poor due to rather not-optimal code. This will get fixed later.
Attachments
spring.jpg
spring.jpg (470.13 KiB) Viewed 5222 times
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
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Re: TE - Alpha testing (test TE, be HEEEEEWO!)

Post by RandomAlien »

uzurpator wrote:Alpha 57 (57 is svn commit) is avaliable here:

http://tempire.phoenixscripts.co.uk/loa ... -win32.rar (4.2 MB)

This version is mostly meant to present weather changes during the year, that is why the accelerated time is here.

Also with 'G' key you can change the grid translucency.

NOTE - the performance is poor due to rather not-optimal code. This will get fixed later.
Runs perfectly on my comp...
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Re: TE - Alpha testing (test TE, be HEEEEEWO!)

Post by Ne0Que »

Hi, great job..

Is there a way to run the engine in a full screen (or make the window bigger?)

Im trying to design a (possible!!) toolbar.

I only say possible!, just want to experiment my design skills on it, i'll take it a shot!
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Re: TE - Alpha testing (test TE, be HEEEEEWO!)

Post by Ne0Que »

Okay i figured out that when you press <+> (or equal) and <minus> (next to backspace!) the zoom goes very smoothly!! great job!
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Re: TE - Alpha testing (test TE, be HEEEEEWO!)

Post by uzurpator »

Alpha 113 is avaliable here:

http://www.transportempire.com/loads/te ... -win32.zip (5.5 MB)

This version is a pre-release of vertex buffer based terrain rendering. On relatively new hardware it should be blazing fast :) Note, that the mouse cursor is not visible.

Keys:
M - make new map
G - show grid
LMB + drag - move terrain around
LMB + RMB + drag left/right - rotate map
Mousewheel - zoom in/out
ESC - exit
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
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Re: TE - Alpha testing r113 posted

Post by eis_os »

Hmm, around ~1500 frames with different view angles zoom levels, when started it has 2300frames.
(VGA Card 8500GT)

Some notes: The vertex buffer won't be refreshed properly when a new map is generated, I have to move the map around to see the new result.

Is the whole landscape one big vertex buffer?
As soon as a human or computer ai player starts to change the landscape the frame rate my drop drastically...

Can you compile a version with a huge map buffer? Say 2048x2048 squares?
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Re: TE - Alpha testing (test TE, be HEEEEEWO!)

Post by saint »

uzurpator wrote:On relatively new hardware it should be blazing fast :)
So it is. 2000+ framerate (fps?) at various zooms 8) (8800GT).
When toggling the grid, the speed drops off depending on zoom to perhaps a quarter though.
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Re: TE - Alpha testing r113 posted

Post by uzurpator »

eis_os wrote:Some notes: The vertex buffer won't be refreshed properly when a new map is generated, I have to move the map around to see the new result.
Actually, they are, but in real game it will not be visible. they intent here is to save on bandwidth and send only some chunks of data to the client. Obviously the buffer is updated when data arrives in.
Is the whole landscape one big vertex buffer?
It is subdivided into 33x33 vertex chunks (but the size itsself is configurable).
Can you compile a version with a huge map buffer? Say 2048x2048 squares?
Well, I'll cook something in the evening.
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
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Re: TE - Alpha testing r113 posted

Post by charlieg »

I can't run ./configure successfully. Are you sure this check is correct?

Code: Select all

checking for main in -lboost_thread... no
configure: error: Boost_thread not found, install Boost_thread first.
I have every boost devel package on fedora installed (there's only two of them, boost-devel and boost-static-devel).
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Re: TE - Alpha testing r113 posted

Post by NukeBuster »

charlieg wrote:I can't run ./configure successfully. Are you sure this check is correct?

Code: Select all

checking for main in -lboost_thread... no
configure: error: Boost_thread not found, install Boost_thread first.
I have every boost devel package on fedora installed (there's only two of them, boost-devel and boost-static-devel).

You should have posted this in the other thread. But I will look into it and give you an answer in that topic.
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Re: TE - Alpha testing r113 posted

Post by Ne0Que »

Great to see some performance!!
Stop those stupid shooting games, make peaceful games!
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ostlandr
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Re: TE - Alpha testing r113 posted

Post by ostlandr »

Kind of jumping into this here. . .

Downloaded Alpha 4. On my machine (Compaq Presario SR5130NX, AMD Athlon dual-core 3800+, Nvidia GeForce 6150SE, 1MB system ram, Vista Home Premium: Frame rate was 219 fps + -
Downloaded the changes, and frame rate dropped to 19 FPS + - . The M button did generate new maps. When I opened Task Manager to check the CPU usage, frame rate dropped to 6 FPS (was fighting with task manager for resources) and cpu usage was 84% or so.

FYI couldn't get the mouse out of the window to try to maximize the window.
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Ne0Que
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Re: TE - Alpha testing r113 posted

Post by Ne0Que »

no wonder with 1 mb ram :P
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