1# when you resize the window after character is created, but before you exit from the first initial "raise stats/talents" dialog, the character gets deleted (it immidiately asks if you want to recreate or return to menu)
2# Torment seems to be treated as normal projectile, thus can get blocked by a wall corner - in same circumstances when you can see an enemy but your projectile aimed directly at him would hit a wall corner. For projectiles its easy to fix (just aim further) but torment is an authomatic ability, and nothing can be done about that.
3# the clouds in trollmire/old forest still seem to be source of a big lag, and this is with all extra graphical options turned off. Is there maybe some way to turn off the weather effects at all? This would ROCK for everyone playing on anything smaller than new Cray.
[b19] 3 bugs
Moderator: Moderator
Re: [b19] 3 bugs
Didn't you realise that DarkGod is secretly working for a high-end CPU maker, who need programs that tax anything less than quad Liquid Nitrogen Cooled Xeon processors
.
Predawn



Predawn
Predawn
Re: [b19] 3 bugs
The clouds are particle effects. Turning your particle effects down or off should reduce the number of clouds. If not it probably should.
Re: [b19] 3 bugs
The clouds are like 12 sprites it can not be slow..
I'll add an option if needed but please do a test for me, copy tome folder, and edit game/modules/tome/class/GameState.lua
At the bottom there are two weather function, empty them, like that:
I'll add an option if needed but please do a test for me, copy tome folder, and edit game/modules/tome/class/GameState.lua
At the bottom there are two weather function, empty them, like that:
Code: Select all
function _M:makeWeather(level, nb, params, typ)
end
function _M:displayWeather(level, ps, nb_keyframes)
end
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: [b19] 3 bugs
The clouds aren't too slow on my machine at home (the one with the old Radeon 9200/RV280), but they're a real lag multiplier on the work machine that only has an on-board Intel graphics chipset (8086:2e12 with X11 running the VESA module).
You should realize by now that a lot of roguelike players don't have high-end gaming systems.
You should realize by now that a lot of roguelike players don't have high-end gaming systems.
Re: [b19] 3 bugs
I do, but I do not see how 10 sprites on screen can lag *anything*.
My old 486 could draw far more :/
Anyway I'll add a weather option
My old 486 could draw far more :/
Anyway I'll add a weather option
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: [b19] 3 bugs
@DarkGod:darkgod wrote:I do, but I do not see how 10 sprites on screen can lag *anything*.
My old 486 could draw far more :/
Are these sprites similar in hardware terms to the sprites of the Commodore Amiga, which require virtually no CPU power to activate? If so, then could the particle effects which currently use major CPU horsepower be animated as sprites, with beneficial performance benefits?
It would be nice to get the graphics card to assist in this animation, whilst taking the burden off the CPU.
Predawn
Predawn
Re: [b19] 3 bugs
They are drawn (like the rest of the game) using opengl. If your video driver (and your video card obviously) is competent then it's the GPU doing the work
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
