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[ENGINE] Eclipse Advanced v3.0.21


tslusny
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And why did Robin stop developing Crystalshire? Because he noticed what was wrong with the framework and wanted to start fresh.

If you aren't going to follow advice and start optimizing your code, you aren't going to get anywhere anytime soon. Admittedly, we all write poorly optimized code once in awhile, the difference is most of us are willing to admit we are wrong and fix the product at hand.

Yes, not everything can be handled outside the loop; but that doesn't mean you can't handle /some/ calculations outside the loop.

Also if you are this desperate for features over stability you may just want to try out Eclipse Stable ;]

Regards,

General Pony
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> And why did Robin stop developing Crystalshire? Because he noticed what was wrong with the framework and wanted to start fresh.

Where in the hell did you see that??

[http://www.crystalshire.com/community/showthread.php?tid=2614](http://www.crystalshire.com/community/showthread.php?tid=2614)

He is using c# at work and loved it so he is using c#. He finds the XNA scene to be very easy, so on and so fourth. He would like to test out new possibilities such as pixel based movement and new algorithms in order to reduce lag or at the very least make it look as if it isn't lagging along with bringing in a new combat system and such.

Now, it has been brought to his attention that his engine needs to be optimized over and over again. He can chose to optimize it, he can choose to ignore you all or he can choose to finish his features and then go around fine-tuning it. However, from this point on I will consider any posts along the line of "you need to optimize it" as off topic and depending on if it is actually supportive or simple trolling I will be handing out warnings.

-JC
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> Thet are not useless features, that are pretty features. Why people played Crystalshire? Becouse it was pretty. So why you wanna engine, that have DX8 but ,uses its potential only for GUI?

Okay. Look. I am not going to even bother with you anymore simply because you can't read. I said USELESS CALCULATIONS. Fact of the matter is your engine is horrible and you're going to go nowhere without LISTENING to feedback.
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Hmm i tried /fpslock when i unlocked it it has freaky lags ![:o](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/ohmy.png) i though having more fps = more fluidity i am wrong??

And no i don't have shitty computer so it's not the problem ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
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> Hmm i tried /fpslock when i unlocked it it has freaky lags ![:o](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/ohmy.png) i though having more fps = more fluidity i am wrong??
>
> And no i don't have shitty computer so it's not the problem ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)

/fpslocks unlocks the fps lock, so the game can use much much more of your computer, game usually starts lagging afterwards.
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> Hmm i tried /fpslock when i unlocked it it has freaky lags ![:o](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/ohmy.png) i though having more fps = more fluidity i am wrong??
>
> And no i don't have shitty computer so it's not the problem ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)

As was said before. It allows the game to run at a higher FPS than the locked FPS (usually 32), thus allowing it to use more memory. This is great if you've got a good computer with a lot of RAM that can take it. Others might not.
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> As was said before. It allows the game to run at a higher FPS than the locked FPS (usually 32), thus allowing it to use more memory. This is great if you've got a good computer with a lot of RAM that can take it. Others might not.

Lol i have intel core i5 3,0 ghz with 8gb ram and when i unlock it goes to 52-53 fps with alot lags ![:o](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/ohmy.png)

If my ram isn't enough so i guess i have to buy some 32 gb ram ? xD
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> Lol i have intel core i5 3,0 ghz with 8gb ram and when i unlock it goes to 52-53 fps with alot lags ![:o](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/ohmy.png)
>
> If my ram isn't enough so i guess i have to buy some 32 gb ram ? xD

That's probably more to do with the engine being slow. I've used an engine with optimisations and I kid you not, unlocked I could get ~250 FPS with fluctuations of ~150-~300 FPS. My computer is nothing special either. Locked, it was at 64 FPS solidly.

However, why you've got lag so much I don't know. All I know is that unlocking FPS isn't always a good idea; more FPS, but more RAM(?) usage. Whether that is the sole cause of the lag you're experiencing is not in my knowledge.
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Optimise…many on this thread use that word...I don't think they understand what it means.

Just saying. /offtopic.

> unlocked I could get ~250 FPS with fluctuations of ~150-~300 FPS. My computer is nothing special either.

Really? I get into the ranges of 400K, how slow is your computer compared to mine, even? o_O /offtopic again.

Anyway, back on topic, Sekaru is extremely right. Don't ignore him.
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> Optimise…many on this thread use that word...I don't think they understand what it means.
>
> Just saying. /offtopic.
>
> Really? I get into the ranges of 400K, how slow is your computer compared to mine, even? o_O /offtopic again.
>
> Anyway, back on topic, Sekaru is extremely right. Don't ignore him.

Ik Sekaru is right, but how can i put off loop for example that trees? And i know EA is slower, but thats really not my fault. Try resize EO 3.0 to 800x600 and results in CPU consume will be almost same. I am now looking into initDX8 and loading texture sub and trying to get why when it is on 400x300 it consumes 0 CPU and when it is on 800x600 it consume almost 50 % on my CPU
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unlocked my version of eo 3.0 at 800x600 screen size uses almost 100% of my cpu but I get 250k fps. Even with a minimap thats ineffiecient as hell. i do have a wuestion tho. why is the fps locked at 32 on eclipse advanced?

when I switch to small screen and turn off my minimap i get around 380k fps
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> unlocked my version of eo 3.0 at 800x600 screen size uses almost 100% of my cpu but I get 250k fps. Even with a minimap thats ineffiecient as hell. i do have a wuestion tho. why is the fps locked at 32 on eclipse advanced?
>
> when I switch to small screen and turn off my minimap i get around 380k fps

And when you will let minimap open?
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> Really? I get into the ranges of 400K, how slow is your computer compared to mine, even? o_O /offtopic again.
>
> Anyway, back on topic, Sekaru is extremely right. Don't ignore him.

Yes, sorry, I meant ~250K FPS, not 250\. xD

And I might have to test TH again and see what I'm getting now. ![:lol:](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/laugh.png)

Moving back on-topic. Deathbeam, just changing the resolution of your game isn't good enough. I don't specifically know what the cause of the lag is, but you can't just tell people to use a smaller resolution.
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> Yes, sorry, I meant ~250K FPS, not 250\. xD
>
> And I might have to test TH again and see what I'm getting now. ![:lol:](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/laugh.png)
>
> Moving back on-topic. Deathbeam, just changing the resolution of your game isn't good enough. I don't specifically know what the cause of the lag is, but you can't just tell people to use a smaller resolution.

Maybe no, maybe yes. I already said above that i am now searching how to fix that problem.
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> Not maybe; it isn't. If you properly buffer and render everything (such as buffering rendered tiles, etc), resolution should never be an issue.

Yea i thinked about buffering it too, but i am not very good at this things ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
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That's fine, and nobody expects you to do it, but please, if something doesn't do something, please don't say it as if it does. It does misleads a lot of people - there are a lot of oblivious people here, and they deserve to know how something functions to know what to do in future - and generally causes a lot of arguments over function, as the last page shows.

Now, I don't say this much, but, carry on with your attempts, your improvements to EA are really showing, especially compared to earlier builds.
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I am using an older version and I want to fix the damage bug.

**Fast Bugfix**

[background=rgb(247, 247, 247)]Replace this[/background]

SendActionMsg GetPlayerMap(attacker), "-" & MapNpc(MapNum).NPC(mapNpcNum).Vital(Vitals.HP), BrightRed, 1, (MapNpc(MapNum).NPC(mapNpcNum).x * 32), (MapNpc(MapNum).NPC(mapNpcNum).y * 32)

[background=rgb(247, 247, 247)]With this[/background]

SendActionMsg GetPlayerMap(attacker), "-" & Damage, BrightRed, 1, (MapNpc(MapNum).NPC(mapNpcNum).x * 32), (MapNpc(MapNum).NPC(mapNpcNum).y * 32)

[background=rgb(247, 247, 247)]And this[/background]

SendActionMsg GetPlayerMap(victim), "-" & GetPlayerVital(victim, Vitals.HP), BrightRed, 1, (GetPlayerX(victim) * 32), (GetPlayerY(victim) * 32)

[background=rgb(247, 247, 247)]With this[/background]

SendActionMsg GetPlayerMap(victim), "-" & Damage, BrightRed, 1, (GetPlayerX(victim) * 32), (GetPlayerY(victim) * 32

Is this fix Server side or Client Side?. Also when I Ctrl+F I cant seem to find them on either. Please help.
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Well I noticed the poll up to rising in stable. To be honest delete the entire sound engine and put in the FMOD from eclipse dawn. Stein perfected it and I dont see a point in haveing 3 different sound effects (Map SFX, Attribute SFX) Just wipe those and replace the FMOD. Then again its your engine.
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