This is primarily a hotfix build, but it's an interesting one. - Fixes loading a new Generals commander game with the Syncronous faction - Fixes loading the Syncronous boss battle map to no longer take 5+ minutes; it should be reduced to about 30 to 50 seconds now. *** *** the way we did this is interesting and may have far reaching consequences, which is why this build will sit on PTE for a bit. This will improve nav path generation across the board in terms of speed and memory usage. I'd urge people to check it out, especially if you're on lower spec machines and see how it feels.
Simply put, we changed the swizzle tree structure for generation to an oct tree. Complexly put, ask Pinbender.
Having done any playing yet, but generation is reduced. Macbook air, mid 2013, i7, 8gb stable: Code: 2014-10-02 11:24:21.435 PA[53530:2803] INFO connection_GameConfig 2014-10-02 11:30:11.297 PA[53530:507] INFO createHolodeck 0 {"noFocus":false,"left":0,"top":0,"width":1,"height":1,"zIndex":-1000,"view":{"id":0}} PTE: Code: 2014-10-02 11:32:32.428 PA[53712:2803] INFO connection_GameConfig 2014-10-02 11:34:10.816 PA[53712:507] INFO createHolodeck 0 {"noFocus":false,"left":0,"top":0,"width":1,"height":1,"zIndex":-1000,"view":{"id":0}}
Trying to get the "Galactic Annihilation" achievement (ie win the 3 boss fights), I end up having all boss fights crash at the end / winning screen, no matter what I do, preventing me to get it : I already got "One Down" if it matters (not sure how I managed to get this one, considering the situation) Has anyone managed to unlock this achievement ? I'm sure it's linked to the steam achievements / version, since it doesn't crash with the uber launcher (but of course, no steam = no achievement) I finished 3 GW in stable to get this one, it's pretty annoying. Fortunately, now that I know about --devmode, it's easier to reproduce. EDIT : stable / PTE, it's the same. --nomods too
All I can say is that all of these recent changes together have brought a massive improvement on my 4gb system. I didn't notice any new oddities with this new PTE build.
Can someone tell me why the creator of that commander didn't go for lazorz? Srsly? I don't even why Like Uber cannon doesn't go nearly as well as lazorz Anyway @masterdigital How about making the lobby browser show modded servers by default?
I'll have to check on the status of new commanders coming in. I know we have a few close, and that one's obviously ready. But keep in mind - existing and being in the armory don't necessarily ever match. It depends on if the person in question is selling their commander or not.
Oh hi, internet. Back when I did the decal rendering, I wrote an Octree implementation designed for static geometry. We discussed using it for navigation, but the structures it was using at the time were dynamic, so the SwizzleTree was a better fit. Now that we're using a static voxel set, Octree was a good fit, but we didn't have time to try it out. Finding out that one of our systems was having perf troubles bumped the priority on investigating that. Thanks to a bunch of other cleanup the team has been doing recently, it only took about a day to integrate, and dropped about 30 seconds off of some nav generation cases. (And saved about 500mb on that particular repro case, and improved query performance by about 5x.) Technical details-wise, it's a plain octree that builds the child lists into an offline structure and then throws away the node bounds, and optionally the leaf lists. They are then reconstructed on queries via inlined lambdas. It also turned out that there was a place in the CSG doing intersection queries without a spatial subdivision structure. Integrating it there reduced processing time by about 60%. (About 2s per planet in that system.)