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Strange Behaviour; Got a strange bug?
Topic Started: Nov 29 2007, 12:41 AM (206 Views)
maenny
Advanced Member
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Hi Folks,


I was playing around with Ultimate3D, when I noticed some strange behaviour:

the controls for the keyboard seemed to have a lag, when I pressed left/right my vehicle wouldn't turn but a few seconds later. The same even for the Esc -key when I wanted to quit the game. First I thought it might be the generated terrain that was too big, so that the engine wouldn't cope with the number of polygons. But it wasn't. (I checked the FPS and they always were at least 150)

Long search told short (it took me ages to find that out): It was the "Game Priority Setup". When I checked the "Highest Priority" the controls would not act when pressed, but luckily some time later. I checked it back to "normal" and everything worked fine.

Is this "bug" known? Or have I missed some warning like "Do not set the Game Priority to Highest, Ultima3D won't work correctly with that feature"?


Greetz

Maenny
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Linkin
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Forum God
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Setting Game Priority can lead to alot of reliability issues, In a GM d3d game i made a while ago when set to Highest Priority it would lag on a 2.8ghz cpu and not on a 1.2ghz cpu, So i recomend that you always leav it on normal.
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maenny
Advanced Member
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Hmm that's strange - anyway.

When I use the terraingeneration I very soon get speed issues. Has anyone experiences in how large a terrain can be without problems for the FPS? I mean, of course that depends on the machine.

I got (at the moment) an 2,5GHz Athlon with 1 Gig Ram, but with a 256x256 heightmap with tile_count_x=20, tile_count_y=20 and tile_size=15 I already have small hickups when flying over the terrain. And thats without any other models than one small plane loaded and with only one directional light.

Anyone experience in that?

Greetz and thankx so far,

Maenny

EDIT: Well, what I experience is NOT a problem with the FPS, as I now know, but some hickup of the rendering of the terrain. When I fly over the terrain, its not really fluid, but sometimes it kind of stagnates, just for a fraction of a second.
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harkathmaker
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Are you calling RecalculateNormals() a lot? This tends to make it lag a lot, especially when you are using multiple textures.
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maenny
Advanced Member
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Nope, but here's the Create-Event of my terrain, maybe you'll find something I did wrong?

Code:
 

x=0
y=0
z=0
height_map="gfx/cube.png";
tile_count_x=80;
tile_count_y=5;
tile_size=32;
height=40;
base_texture="gfx/desert.bmp";
wrap_count_x=80;
wrap_count_y=5;
terrain_lod=0.01;

CreateTerrain();
AddTerrainTexture("gfx/snowngrass.bmp","gfx/alpha.png",80,5);

ApplyTerrainTextures();
CalculateTerrainLightMap(0);


Thanx

Greetz Maenny
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