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Slowdowns on windows

Posted: Mon Sep 20, 2010 5:04 pm
by Graziel
Each time game slowsdown to almost unplayable lvl stdout.txt is updated, coincidence?

Just a personal notice ; )

Re: Slowdowns on windows

Posted: Mon Sep 20, 2010 5:12 pm
by edge2054
In beta 11? So far beta 11 has run great for me (granted I haven't gotten the chance to play it much yet).

Re: Slowdowns on windows

Posted: Mon Sep 20, 2010 5:19 pm
by darkgod

Re: Slowdowns on windows

Posted: Mon Sep 20, 2010 6:43 pm
by Graziel
i think its way better(may be just impression - rate didnt decrease but duration)

btw i think

Code: Select all

actor move	3922	golem (servant of Traug)	::	21	11	=>	22	11
[LOG]	Rested for 2046 turns (stop reason: all resources and life at maximum).
having that "actor move" x 2046 is a bit too much information and my golem has "only" 580 hp

Re: Slowdowns on windows

Posted: Mon Sep 20, 2010 6:47 pm
by darkgod
Then it's the flushing of the stdout that lags it, sorry greycat :/

Hehe yes a bit too much debug ;) as for the 3922 it's an id not he life ;)

Re: Slowdowns on windows

Posted: Mon Sep 20, 2010 7:19 pm
by Graziel
in general im against using slowest part of computer( disk ) as output maybe you should consider using other methods like ->WinSocks<- or storing every info in some buffer and outputing it only when saving/exiting game or when you get critial error

Re: Slowdowns on windows

Posted: Mon Sep 20, 2010 8:56 pm
by Feanor.81
@DG: I can confirm that slowdowns on my pc disappeared, you did a great job with the gfx routines. Runs smoothest than ever here.

Re: Slowdowns on windows

Posted: Mon Sep 20, 2010 9:29 pm
by darkgod
Yay!