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RE: Features for ToaW 4 - Naval improvements
Posted: Wed May 09, 2007 5:54 pm
by larryfulkerson
ORIGINAL: Telumar
So Larry what's this screnshot from? Some kind of language.dll editor?
I wrote the equipment editor in Java and it seems to be working. Now I thought I'd tackle the unit editor and maybe the OOB editor or something. I haven't given much thought to replacing the evil editor but that remains a remote possibillity.
RE: Features for ToaW 4 - Naval improvements
Posted: Wed May 09, 2007 9:42 pm
by redwolf
I've seen some mention of running it under Linux.
I don't visit this forum very often, I'm easiest to reach on ACG or gamesquad. Maybe we should have a separate thread here, but somebody needs to notify me.
But anyway, I have it running in both Wine and VMware, and performance is quite good, except that occasionally it just sits there dumb fat and stupid for several minutes. Since it happens both in Wine and VMware it isn't simply a case of the Windows emulation being slow (VMware runs a "real" Windows) or massive I/O. It must be something like heavy use of a particular GUI routine in the Windows libraries that happens to be hard to emulate.
RE: Features for ToaW 4 - Naval improvements
Posted: Wed May 09, 2007 11:01 pm
by SMK-at-work
ORIGINAL: Keke
ORIGINAL: SMK-at-work
Oh and multiple ressurection sites please
Blasphemy!
not to an atheist![8D]
RE: Features for ToaW 4 - Naval improvements
Posted: Wed May 09, 2007 11:19 pm
by JJKettunen
ORIGINAL: SMK-at-work
ORIGINAL: Keke
ORIGINAL: SMK-at-work
Oh and multiple ressurection sites please
Blasphemy!
not to an atheist![8D]
Heretic! [;)]
RE: Features for ToaW 4 - Naval improvements
Posted: Mon May 14, 2007 3:17 am
by freeboy
I want to be more specific in the areas I assagn my air units to fly, IE cap along the rail from x to 7, or, combat support for this region. etc
RE: Features for ToaW 4 - Naval improvements
Posted: Mon May 14, 2007 1:12 pm
by larryfulkerson
ORIGINAL: redwolf
But anyway, I have it running in both Wine and VMware, and performance is quite good, except that occasionally it just sits there dumb fat and stupid for several minutes.
Maybe it's doing garbage collection during those periods, like in Java's VM?
RE: Features for ToaW 4 - Naval improvements
Posted: Wed May 16, 2007 11:28 pm
by redwolf
ORIGINAL: larryfulkerson
ORIGINAL: redwolf
But anyway, I have it running in both Wine and VMware, and performance is quite good, except that occasionally it just sits there dumb fat and stupid for several minutes.
Maybe it's doing garbage collection during those periods, like in Java's VM?
I think that is out of question. First of all we know TOAW is pretty plain C code, which makes it unlikely that e.g. the Boehm collector has been plugged in.
Then, GC is very memory intensive and leads to many TLB misses. TLB misses are very expensive in VMware (as the guest OS has no TLB hardware and every page fault is resolved by doing a page table walk in software), but very fast in Wine (where the native VM system of the host is used). The slowdown appears in very similar manners in both VMware and in Wine, so we know it doesn't have to do with the VM system and hence probably not some kind of GCing.
Also, the pauses are far too long.
RE: Features for ToaW 4 - Naval improvements
Posted: Thu May 17, 2007 12:27 am
by JMass
ORIGINAL: redwolf
The slowdown appears in very similar manners in both VMware and in Wine, so we know it doesn't have to do with the VM system and hence probably not some kind of GCing.
Also, the pauses are far too long.
On my box TOAW3 running smoothly using VMware and XP SP2, is just a few slow, but is unplayable in Wine.
RE: Features for ToaW 4 - Naval improvements
Posted: Thu May 17, 2007 2:11 am
by ralphtricky
ORIGINAL: JMass
I would like a window containing a summary of all planned battles and relative %.
[:)]
Would you settle for being able to go through them in the combat screen instead easily?
RE: Features for ToaW 4 - Naval improvements
Posted: Thu May 17, 2007 2:13 am
by ralphtricky
ORIGINAL: redwolf
I've seen some mention of running it under Linux.
I don't visit this forum very often, I'm easiest to reach on ACG or gamesquad. Maybe we should have a separate thread here, but somebody needs to notify me.
But anyway, I have it running in both Wine and VMware, and performance is quite good, except that occasionally it just sits there dumb fat and stupid for several minutes. Since it happens both in Wine and VMware it isn't simply a case of the Windows emulation being slow (VMware runs a "real" Windows) or massive I/O. It must be something like heavy use of a particular GUI routine in the Windows libraries that happens to be hard to emulate.
Is there a certain time when it does that? There are things like the Carrier AI that take a long time to process.
RE: Features for ToaW 4 - Naval improvements
Posted: Thu May 17, 2007 2:15 am
by ralphtricky
ORIGINAL: redwolf
ORIGINAL: larryfulkerson
ORIGINAL: redwolf
But anyway, I have it running in both Wine and VMware, and performance is quite good, except that occasionally it just sits there dumb fat and stupid for several minutes.
Maybe it's doing garbage collection during those periods, like in Java's VM?
I think that is out of question. First of all we know TOAW is pretty plain C code, which makes it unlikely that e.g. the Boehm collector has been plugged in.
Then, GC is very memory intensive and leads to many TLB misses. TLB misses are very expensive in VMware (as the guest OS has no TLB hardware and every page fault is resolved by doing a page table walk in software), but very fast in Wine (where the native VM system of the host is used). The slowdown appears in very similar manners in both VMware and in Wine, so we know it doesn't have to do with the VM system and hence probably not some kind of GCing.
Also, the pauses are far too long.
Actually, the only memory allocation is in the Graphics and Sound Libraries.
RE: Features for ToaW 4 - Naval improvements
Posted: Thu May 17, 2007 2:20 am
by JMass
ORIGINAL: ralphtrick
ORIGINAL: JMass
I would like a window containing a summary of all planned battles and relative %.
Would you settle for being able to go through them in the combat screen instead easily?
I think it is the same, sometimes I add by mistake at a combat one unit that has moved too much, when I see that too many stars are greyed I must lose time searching the unit...
RE: Features for ToaW 4
Posted: Sat May 19, 2007 9:47 am
by jascou
ORIGINAL: JAMiAM
For those trying to get TOAW III under Linux, try reading this thread
tm.asp?m=1211390&mpage=1 and maybe pm'ing or emailing superdave56 for instructions and tips. He seemed to be able to get the game to work.
Haven't tried getting the game to work in WINE lately, but TOAWIII works fine in Crossover Office (a commercial WINE product):
http://www.codeweavers.com/compatibilit ... reenshot=1
Crossover uses an old version of WINE, so there's a good chance it may work with more current versions.
RE: Features for ToaW 4
Posted: Sat May 19, 2007 6:50 pm
by JAMiAM
ORIGINAL: jascou
ORIGINAL: JAMiAM
For those trying to get TOAW III under Linux, try reading this thread
tm.asp?m=1211390&mpage=1 and maybe pm'ing or emailing superdave56 for instructions and tips. He seemed to be able to get the game to work.
Haven't tried getting the game to work in WINE lately, but TOAWIII works fine in Crossover Office (a commercial WINE product):
http://www.codeweavers.com/compatibilit ... reenshot=1
Crossover uses an old version of WINE, so there's a good chance it may work with more current versions.
Thanks for the information!
RE: Features for ToaW 4
Posted: Sat May 19, 2007 9:36 pm
by Zort
What would be useful would be the ability to set a unit in the editor for how it divides. So I could set battlions in FITE not to divide (or those pesty soviet MP units), late war divisions to only divide into 2 units, etc etc.
Not sure if this is has been asked for before if so sorry.
RE: Features for ToaW 4
Posted: Sat May 19, 2007 9:44 pm
by Veers
You could simply give the units the squad symbol. They would then be unable to divide. You could then edit that symbol and make it look like any of the others.
RE: Features for ToaW 4
Posted: Mon May 21, 2007 12:08 am
by jascou
ORIGINAL: JAMiAM
ORIGINAL: jascou
ORIGINAL: JAMiAM
For those trying to get TOAW III under Linux, try reading this thread
tm.asp?m=1211390&mpage=1 and maybe pm'ing or emailing superdave56 for instructions and tips. He seemed to be able to get the game to work.
Haven't tried getting the game to work in WINE lately, but TOAWIII works fine in Crossover Office (a commercial WINE product):
http://www.codeweavers.com/compatibilit ... reenshot=1
Crossover uses an old version of WINE, so there's a good chance it may work with more current versions.
Thanks for the information!
Just for the hell of it, I tried using the latest version of WINE, and sure enough, TOAWIII installs and runs fine. So, no need to buy Crossover Office in order to get it running on Linux.
BTW, I'm using wine-version 0.9.37, on Kubuntu 6.10