Slow animation

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

Moderator: MOD_SPWaW

ASDN
Posts: 34
Joined: Sun May 14, 2000 8:00 am
Location: Poland

Post by ASDN »

Kao16,

Could you measure the time of the movement described above? You don't need to be *very* precise Image Just if it is 1 second, 2 seconds or 3-4 seconds or so.
If you have the faster movement than I have probably the delay calculation is invalid on K6 machines Image
ASDN
Posts: 34
Joined: Sun May 14, 2000 8:00 am
Location: Poland

Post by ASDN »

Kao16,

Could you measure the time of the movement described above? You don't need to be *very* precise Image Just if it is 1 second, 2 seconds or 3-4 seconds or so.
If you have the faster movement than I have probably the delay calculation is invalid on K6 machines Image
Voriax
Posts: 1581
Joined: Sat May 20, 2000 8:00 am
Location: Finland

Post by Voriax »

Well ASDN, then I can't figure out what is the problem. I still think that the problem lies specially in your system as I have the same CPU but a better video card and no speed problems whatsoever.

I doubt the SPWAW code is optimized for either of the major CPU's but just for the Direct X. Michael Wood could tell us more about that.

As for swap file, have you thought about setting a fixed size swap file? About 2,5 times the memory amount. My WIN95 started behaving much nicer after I set that swap file.

Voriax
Oh God give Me strength to accept those things I cannot change with a firearm!
ASDN
Posts: 34
Joined: Sun May 14, 2000 8:00 am
Location: Poland

Post by ASDN »

Hi guys,

I tried to figure out if the movement was synchronized to any timer but I failed.
Much simpler is to ask Michael Wood: is the movement animation synchronized to something ? Or does it run "at the full speed of the machine" ?

But I found out the firing animation is synchronized to timer, which adds 2 per each 20 ms. I changed it to add 4 per 20ms and wait for the arty barrage before the Last Stand at Seelowe scenario. Look at the times of the pre-planned bombardment in this scenario (Fast Artillery On, scroll&movement delays @ XXX):

standard timer (+2 per each 20ms) : 40 seconds,
modified timer (+4 per each 20ms) : 29 seconds.

Is there any desire to speed up the animation timer during fast arty bombardment ?
The sound is no longer played with fast artillery so the synchronization is not important.

[This message has been edited by ASDN (edited July 22, 2000).]
Voriax
Posts: 1581
Joined: Sat May 20, 2000 8:00 am
Location: Finland

Post by Voriax »

Well, that initial bombardment took 35 seconds in my machine. I don't think that this needs changing, the bombardment at Seelowe is about the biggest you can find in any scenario so far. So usually you encounter much smaller and less time-consuming bombardments.

Voriax
Oh God give Me strength to accept those things I cannot change with a firearm!
User avatar
David Heath
Posts: 2529
Joined: Wed Mar 29, 2000 5:00 pm

Post by David Heath »

Hi Guys

We just finished make some code changes to the game that has now speed it up a great deal. Expect it in v3.0 and Thank Mike Wood. He really is an incrediable programmer.

David
Wild Bill
Posts: 6428
Joined: Fri Apr 07, 2000 4:00 pm
Location: Smyrna, Ga, 30080

Post by Wild Bill »

Amen to that, David. Michael Wood and Tom Proudfoot are two wonderful assets to the Matrix Team. Great guys to work with too!

WB

------------------
In Arduis Fidelis
Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games
Image
In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant
Post Reply

Return to “Steel Panthers World At War & Mega Campaigns”