Atlantean campaign map (1)

Asked by MP on 2013-08-05

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

Question information

Language:
English Edit question
Status:
Answered
For:
widelands Edit question
Assignee:
No assignee Edit question
Last query:
2013-08-05
Last reply:
2013-08-06
SirVer (sirver) said : #1

Nothing has changed in the implementation and I am not aware of any trouble with Lua under Windows. You are also the first to report this issue. Looking at stdout and stderr might help to figure out what went wrong, but it could just that you ran out of memory.

MP (pagel-d) said : #2

how does one see stdout and stderr in windows when launching through the GUI? In any case, I don't think my RAM usage was at or near 100%, and the memory of the game seemed reasonable at the time. Somehow it seemed to be using an inordinate amount of CPU power. I'd be willing to do some more detailed testing, but that would be a fairly low priority (like an hour or so per week).

SirVer (sirver) said : #3

there should be a stdout.txt and a stderr.txt in the directory where widelands starts. Looking into these files would already be helpful - I would not understand what eats all of the CPU. More testing would be very welcome of course!

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