11-26-2008, 01:02 AM | #1 |
EDuke32 snapshot thread
Here's a new snapshot, featuring the awesome new texture caching system I wrote when I was baked last night. The "texcache" dir is no longer required as I've instead opted for a single file approach. This gives a huge boost to both read and write performance as we can take advantage of any I/O buffering going on (and we always have the file open and ready for use) whereas previously, we were forced to flush the I/O buffer when opening and closing each individual cache file.
Since it's a new system there are still a few problems but there appears to be nothing major wrong with it. You might get the occasional texture that ends up in the wrong spot but that's easily fixed by restarting the game. Comments I've got on test builds I've sent out have been along the lines of "those loading speeds are godly" and "It seems like once the texture lands in your humongous cache file, it then loads at near Quake 3 speed", but YMMV. Test it out now! Edit: this thread is now for snapshot discussion only, please create new threads with the prefix [EDuke32] for valid bug reports, coherent requests for new features, et cetera. If something is obviously wrong with just the last couple of snapshots, post about it here, but if there's a bug which occurs in several versions, make a new thread.
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Last edited by TerminX; 11-26-2008 at 06:56 PM.
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11-26-2008, 01:20 AM | #2 |
Re: EDuke32 thread part 3
Deleted my old texcache dirs, dropped in the new EXE's, and after the initial load... Wow. Load times are indeed near-instant now after that initial caching has been completed.
No issues to speak of, but I'll be trying it out more at home later. |
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11-26-2008, 07:12 AM | #3 |
Re: EDuke32 thread part 3
Wow, souds great. I wonder how much have you learnt while coding eduke32. I wouldn't mind if you learnt more and added another cool updates
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11-26-2008, 07:28 AM | #4 |
Re: EDuke32 thread part 3
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11-26-2008, 07:29 AM | #5 |
Re: EDuke32 thread part 3
I wouldnt consider it a how much he's lernt but more of a how much the engine can take.
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I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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11-26-2008, 07:37 AM | #6 |
Re: EDuke32 thread part 3
I don't think I knew most of what I know now about coding worth a shit when I started. Lots of trial and error/bothering people like JonoF with stupid questions/reading stuff on the Internet.
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EDuke32 | Duke4.net forums, the largest Duke Nukem 3D community on the Internet Visit #eduke32 on irc.freenode.net!
Last edited by TerminX; 11-26-2008 at 07:53 AM.
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11-26-2008, 07:51 AM | #7 |
DOSBox Advisor
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Re: EDuke32 thread part 3
yeah actually doing coding is a great teacher.
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11-26-2008, 11:59 AM | #8 |
Re: EDuke32 thread part 3
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11-27-2008, 05:41 AM | #9 |
Re: EDuke32 snapshot thread
I appreciate this new precaching system quite much. Deleting that texcache dir always took ages, especially since I was using secure file deletion with three wipes per file. Having a large single file instead of thousands of small ones is just the right step. I can only congratulate TerminX on this decision!
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11-27-2008, 07:05 AM | #10 | |
Re: EDuke32 snapshot thread
Quote:
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I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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11-27-2008, 11:14 AM | #11 |
Re: EDuke32 snapshot thread
You're a god, thanks to you for your hard working, and thanks to continue to make Duke better and better ^^
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Chicken's Work Fan. |
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11-27-2008, 11:23 AM | #12 |
Re: EDuke32 snapshot thread
Sometimes glow textures are misaligned/scaled on particular (3D) sprites. I also saw some sprites switch to models before my eyes. Just minor quirks, but I want to make sure they are known.
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11-27-2008, 11:56 AM | #13 |
Re: EDuke32 snapshot thread
There seems to be some error with the shrinker after this snapshot-release?
http://dukerepository.com/forum/inde...pic,8.105.html |
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11-27-2008, 01:02 PM | #14 |
Re: EDuke32 snapshot thread
The only thing I'd like to be added still is a larger version of the optional status display (time/kills/secret) above the HUD. I'm playing @ 1280x1024 and it's really tiny.
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11-27-2008, 02:18 PM | #15 |
Re: EDuke32 snapshot thread
Shrinker doesn't shoot when I load a saved game. How did you test it? I have the latest 11/25 snapshot.
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11-27-2008, 02:57 PM | #16 |
Re: EDuke32 snapshot thread
Today, let us give thanks for superfast loading speeds in EDuke32. Amen.
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11-27-2008, 03:13 PM | #17 |
Re: EDuke32 snapshot thread
Praise to the TerminX! Praise, long life and success! *worship* *adore* *chant*
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11-27-2008, 03:22 PM | #18 |
Re: EDuke32 snapshot thread
Change the text scaling option in the menu!
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11-27-2008, 04:17 PM | #19 |
Re: EDuke32 snapshot thread
Thank you very much for this change. I just reinstalled the HRP and what a difference. On my old pc the fps before was 60 at idle and 30 to 40 in game. Now it's 180+ at idle and averages around 100 fps in game. The only problem I had was some strange textures but I removed sd_duke from the autoload folder and now it looks fine. It's been a while since I played with the HRP because of the lag. Thanks again.
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11-27-2008, 05:30 PM | #20 | |
Re: EDuke32 snapshot thread
Quote:
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11-27-2008, 11:39 PM | #21 | |
Re: EDuke32 snapshot thread
Quote:
Next I totally uninstalled the HRP and reinstalled it using the copy of eduke32 that came with it. Without sd_duke the framerate at idle was 60 and in game 40-50. So there was an improvement in the in game fps by removing sd_duke but not a lot. To tell you the truth at this point I'm just happy I can finally play Duke using the HRP. If there are other people using older computers out there who had a problem with the HRP they should definitely try this version of eduke32 out. |
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11-28-2008, 05:38 AM | #22 |
Re: EDuke32 snapshot thread
Hmm, that's note worthy.
I'll start putting it on my old computers that the kids use. |
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11-28-2008, 06:07 AM | #23 | |
Re: EDuke32 snapshot thread
Quote:
The computers still have to be able to display 32bit polymost.
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I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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11-28-2008, 09:37 AM | #24 |
Re: EDuke32 snapshot thread
Hey TX. I like the new snapshot. Loading times are at least 4X faster than previous snaps. Good work!
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The Duke will kill you, the Budgies will eat you!! |
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11-28-2008, 09:39 AM | #25 | ||
Re: EDuke32 snapshot thread
Quote:
Quote:
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I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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11-28-2008, 10:54 AM | #26 |
Re: EDuke32 snapshot thread
THX for the hint with the status/chat text sizes. That helped! Amazing how this whole thing keeps getting better still.
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11-28-2008, 04:23 PM | #27 |
Re: EDuke32 snapshot thread
You get your sandwich in the post 6-8 weeks after downloading. Unfortunately, it rarely survives.
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11-28-2008, 06:40 PM | #28 |
Re: EDuke32 snapshot thread
You should be a comedian, not a programmer!
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The Duke will kill you, the Budgies will eat you!! |
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11-29-2008, 04:18 AM | #29 |
Re: EDuke32 snapshot thread
He can be both
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---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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11-29-2008, 06:56 AM | #30 |
Re: EDuke32 snapshot thread
Perhaps... If his humor is as strong as his programming skills, we're in trouble!
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The Duke will kill you, the Budgies will eat you!! |
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11-29-2008, 12:17 PM | #31 |
Re: EDuke32 snapshot thread
Not we, but our stomaches are in trouble...
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---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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11-29-2008, 05:10 PM | #32 |
Re: EDuke32 snapshot thread
Humor in programming. . .coders sometimes have too much fun with things like variable names and methods. There are also the joys of sneaking in a easter egg or two in a loading screen.
I will have to download this new snapshot when I get home from my parents house next week. I am looking forward to trying it out.
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http://thaunandshad.com |
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11-30-2008, 07:26 AM | #33 |
Re: EDuke32 snapshot thread
Limp Lip here we come?
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11-30-2008, 11:04 AM | #34 |
Re: EDuke32 snapshot thread
Wow, It loads really fast now. THANKS!
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12-01-2008, 10:44 AM | #35 |
Re: EDuke32 snapshot thread
Fast loading but lag
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Chicken's Work Fan. |
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12-02-2008, 09:02 PM | #36 |
Re: EDuke32 snapshot thread
Where can I find the linux port? Been looking but there doesn't seem to be a download link for it on the website.
EDIT: Never mind. Just delete this post.
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Last edited by MusicallyInspired; 12-02-2008 at 09:27 PM.
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12-03-2008, 05:09 AM | #37 |
DOSBox Advisor
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Re: EDuke32 snapshot thread
fixed a few errors on 64 linux.
I noticed I can't move my mouse up and down currently. Why is -lprofile on the LIBS line in the Makefile for linux ? It's not needed for compilation and I don't have it hence I noticed ) |
12-03-2008, 06:38 AM | #38 |
Re: EDuke32 snapshot thread
Oh, I was playing with the Google CPU profiler and I accidentally committed it a while back and forgot to revert it.
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12-03-2008, 08:29 AM | #39 |
DOSBox Advisor
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Re: EDuke32 snapshot thread
Thank you for your answer. Now I wont feel bad when removing that part.
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12-03-2008, 06:41 PM | #40 |
Re: EDuke32 snapshot thread
The 32-bit and etc modes have a engine to display sprites through paralaxed skys. This cause some blocking during mapping, so I think this could be modified? =)
Last edited by ilovefoxes; 12-03-2008 at 06:47 PM.
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