Atlantean campaign map (1)
I recently played the atlantean campaign map on Win32 using a tr18 pre-release build (6695). I had previously played through it on TR16 on a linux system.
On the windows system this map was VERY slow and choppy (in other words, not very responsive to clicks, sometimes resulting in flag non/misplacement and other frustrations) and this choppiness began with the flooding and got progressively worse. I'd assume if the issue was with having too many settlers, it would be choppy at the outset of the flooding but would get better as more and more of my settlers had gone into my warehouse. So, I would guess it's choppy as a result of the flood code itself. The linux system didn't have an issue with this. Admittedly, there are distinct differences between the windows and linux systems (and the linux system is more "modern", but the windows machine typically handles Video (youtube, web) stuff much more smoothly than the linux system, including limited "testing" with other games. Game speed adjustments didn't help (e.g. decreasing from 2-4x to 1x or increasing to 20x). Memory consumption on my win32 system from the game was around 500K, and perhaps 2 of 3GB usable (4GB installed) were in use overall.
My question is, did something change in implementation of the flood code? Is the game trying to re-flood parts of the map already under water? Is the flood processing taking a higher priority than other tasks now? Is there a bug in the Lua (or whatever) implementation for windows, possibly outside of your code itself?
Win32 system:
XP32
E6600 processor (core2duo)
4GB installed RAM
desktop configuration
nvidea 600-series gfx card (1 or 2 GB?)
Linux system
Ubuntu 12.04
low end i5 processor (4 threads?)
8GB installed RAM
laptop
onboard graphics...no gfx RAM
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- widelands Edit question
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