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 Post subject: Re: Optimized Surfaces
PostPosted: Sat Jul 07, 2007 8:59 pm 
Doesn't matter. Verrigan has bigger and better plans for FPO. ^_^


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 Post subject: Re: Optimized Surfaces
PostPosted: Sat Jul 07, 2007 9:13 pm 
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Hahah sweet.

Keep us posted ;)

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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 Post subject: Re: Optimized Surfaces
PostPosted: Sat Jul 07, 2007 9:34 pm 
I might. I'm not big on having FPO on these forums. I have it posted, just because. I doubt I'll update the post often though.


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 Post subject: Re: Optimized Surfaces
PostPosted: Fri Sep 21, 2007 9:30 pm 
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hello, having a bit of trouble.
im not sure if perhaps i overlooked something.
The game loads but the screen doesnt fill in. i can type, just cant see anything.
FPS is higher and constant but there is nothing there. :P
any ideas ? ill post copies of the codes ive places if needed and also if anyone has the source for this it would be helpful since the links are dead.

Thanks


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 Post subject: Re: Optimized Surfaces
PostPosted: Fri Sep 21, 2007 9:32 pm 
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You adding it to a blank copy of mirage?

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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 Post subject: Re: Optimized Surfaces
PostPosted: Fri Sep 21, 2007 9:35 pm 
Robin wrote:
You adding it to a blank copy of mirage?


Doubt it. Prolly ES.


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 Post subject: Re: Optimized Surfaces
PostPosted: Fri Sep 21, 2007 9:36 pm 
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Haha.

Well, I managed to add it to Silverdale so it shouldn't be too hard.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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 Post subject: Re: Optimized Surfaces
PostPosted: Fri Sep 21, 2007 9:38 pm 
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ya im trying it currently on a blank es before i try it on my personal game.
it seems simple enough, im just thinking i possibly didnt do something right, my direct x skills are far from great. :P


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 Post subject: Re: Optimized Surfaces
PostPosted: Fri Sep 21, 2007 9:44 pm 
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Try it with a blank copy of MS.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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 Post subject: Re: Optimized Surfaces
PostPosted: Fri Sep 21, 2007 9:53 pm 
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eh it should work for anything im guessing. Im not thinking its the engine thats the problem, im thinking im not setting the color key right or something.
heres a link of what ive done so far, maybe someone can spot where i messed up, shouldnt be to hard :P

Quote:
spirea.flphost.com/Optimized_Surfaces_ES_HalfWorking.zip


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 Post subject: Re: Optimized Surfaces
PostPosted: Fri Sep 21, 2007 10:01 pm 
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No, but it's still best to try it on the engine it was designed for first, to make sure you're doing it right.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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 Post subject: Re: Optimized Surfaces
PostPosted: Wed Sep 26, 2007 8:04 am 
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The f'? I only get 16 fps O___O.

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 Post subject: Re: Optimized Surfaces
PostPosted: Wed Sep 26, 2007 8:21 am 
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Kuja wrote:
The f'? I only get 16 fps O___O.

whats ur computer specs, what are u running, Ms unedited ?


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 Post subject: Re: Optimized Surfaces
PostPosted: Wed Sep 26, 2007 9:27 am 
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Kuja wrote:
The f'? I only get 16 fps O___O.


You did it horribly, horribly wrong.

I'm guessing you're blting the map every loop.

Or you're too retarded to take off the FPS cap.

_________________
Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


Image


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 Post subject: Re: Optimized Surfaces
PostPosted: Wed Sep 26, 2007 11:27 am 
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Robin wrote:

Or you're too retarded to take off the FPS cap.

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 Post subject: Re: Optimized Surfaces
PostPosted: Wed Sep 26, 2007 11:35 am 
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Dave wrote:
Robin wrote:

Or you're too retarded to take off the FPS cap.

You guys are so imature, the fps cap for those who don't know is the fps lock. You can basicly just search for fps I think and it will say something about + 50 or so. Comment those 3 lines out.

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 Post subject: Re: Optimized Surfaces
PostPosted: Wed Sep 26, 2007 1:44 pm 
I think you search for..

lock the fps

or

lock fps

It's something like that either way.


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 Post subject: Re: Optimized Surfaces
PostPosted: Wed Sep 26, 2007 6:35 pm 
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i removed this.

' Lock fps
Do While GetTickCount < Tick + 35
DoEvents
Loop

and the fps didnt go up, was it supposed to ? :P


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 Post subject: Re: Optimized Surfaces
PostPosted: Wed Sep 26, 2007 6:43 pm 
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Yes.

Unless you're using Elysium.

Elysium is so poorly done that the FPS cap isn't even needed.

_________________
Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


Image


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 Post subject: Re: Optimized Surfaces
PostPosted: Wed Sep 26, 2007 6:50 pm 
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=/ erm is there anyway to salvage it and bring the fps up ? what went so horribly wrong in es that has amounted to this ? the game loop ?


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 Post subject: Re: Optimized Surfaces
PostPosted: Wed Sep 26, 2007 6:52 pm 
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frozengod wrote:
=/ erm is there anyway to salvage it and bring the fps up ? what went so horribly wrong in es that has amounted to this ? the game loop ?

ES has too much stuff going on.

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 Post subject: Re: Optimized Surfaces
PostPosted: Wed Sep 26, 2007 6:53 pm 
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also i found this in big reds edit. he didnt remove the fps cap ??? but yet it still runs at 49 + fps ?

' Lock fps
Do While GetTickCount < Tick + 20
DoEvents
Loop

thats from his source


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 Post subject: Re: Optimized Surfaces
PostPosted: Wed Sep 26, 2007 7:07 pm 
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It doesn't matter how you tweak those numbers in the cap, removing it should set your fps to around 500-1000.

If nothing happens when you remove that cap, then the fault is not the cap. The fault is that you must be running a unbelievable big gameloop and doing a tremendous amount of things in it. I dont know what kind of things es has in its gameloop, but I doubt they messed it up that big.

So I'd bet you have done something wrong when trying to add this, post all your code and hope for someone to take the time and read it.

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 Post subject: Re: Optimized Surfaces
PostPosted: Wed Sep 26, 2007 7:14 pm 
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Moved this to a help topic.


Last edited by frozengod on Wed Sep 26, 2007 7:24 pm, edited 1 time in total.

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 Post subject: Re: Optimized Surfaces
PostPosted: Wed Sep 26, 2007 7:20 pm 
I got an idea.

Don't use ES.


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