Author Topic: Experimental SDL version uploaded for Windows  (Read 34975 times)

Offline Soron

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Experimental SDL version uploaded for Windows
« on: June 11, 2013, 04:15:53 AM »
We've just updated the bleeding edge Windows link, and have added a second link: SDL builds. It's a different way to render the game, and we're hoping that it will eliminate some of the performance issues that we hear about from Windows users. At the very least, SDL bugs are things that our main Linux devs can potentially fix, which is an improvement.

The front page of the website has links for both the traditional rendering system ("GDI", I'm told), and the new SDL-based build.

If anyone wants to help us out, we would greatly appreciate hearing feedback about performance differences between the two versions - as well as the usual desire to receive bug reports, of course ;).

Enjoy!
« Last Edit: July 03, 2013, 05:51:56 AM by GlyphGryph »

Offline AerialK7

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Re: Experimental SDL version uploaded for Windows
« Reply #1 on: June 11, 2013, 04:47:07 AM »
Put it up on the facebook page.

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Offline Dzlan

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Re: Experimental SDL version uploaded for Windows
« Reply #2 on: June 11, 2013, 05:35:23 AM »
Are there only meant to be Performance differences? Is SDL meant to be better?
If so, I might move over to using it, just to help with feedback.
But, is it, the Nightly builds, or the full updates or what?
Can some more info be given about what the SDL version is for please? And what is included? (or meant to be)
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Offline Clayton

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Re: Experimental SDL version uploaded for Windows
« Reply #3 on: June 11, 2013, 05:36:57 AM »
There's definitely a vast improvement in performance, at least for me. Also, the new font looks very nice. Good job! One question, though: On the map screen I noticed a level indicator, "Level: 0" what is that for? I don't think I've noticed it before.

Offline Dzlan

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Re: Experimental SDL version uploaded for Windows
« Reply #4 on: June 11, 2013, 05:41:46 AM »
Oh, I see that in the latest nightly build too.

Edit: Oh, and now... This morning, I had the best luck. Time for it all to be for nothing, cause I guess, I'm going with the SDL version.

Edit: If SDL does perform better... Are you going to actually work on two different modes? Is there an advantage for the other one?
Wouldn't it be easier to on your part to work on just the SDL version? To be honest, I'm not very well educated in this area, so I might sound like a damn idiot. But I'm interested in the answer to that.

Another Edit: This time, about problems. I'm in the options, might just be me... But the text is hurting my eyes a bit, too be honest... Might just have to get used to it, sorry if its just me... Can anyone else confirm? I'm usually used to screens and stuff too. (Edit) Nope it's just in the options menu.
« Last Edit: June 11, 2013, 05:56:18 AM by Dzlan »
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Offline Soron

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Re: Experimental SDL version uploaded for Windows
« Reply #5 on: June 11, 2013, 05:50:09 AM »
The SDL build is presently feature-identical with the non-SDL build, assuming they're both the same version (i.e., bleeding edge SDL is the same as bleeding edge GDI; it's not the same as 0.5, obviously). The SDL build may eventually become more full-featured than the GDI build (especially when we eventually get tiles support - that will be SDL-based), but for now, I mainly expect performance differences.

One question, though: On the map screen I noticed a level indicator, "Level: 0" what is that for? I don't think I've noticed it before.

That's the level of the current map - it was added when we added the ability to examine higher/lower levels (e.g., so that you can be in sewer system, and easily cross-reference the sewers with the above ground terrain).

Offline Slax

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Re: Experimental SDL version uploaded for Windows
« Reply #6 on: June 11, 2013, 06:06:45 AM »
Can't switch fonts, which is unfortunate.

Offline Soron

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Re: Experimental SDL version uploaded for Windows
« Reply #7 on: June 11, 2013, 06:13:32 AM »
You *should* be able to load any TTF font that you stick in the data/font/ directory. I'm not sure how we'd access system fonts in Windows SDL builds, though, which is a mark in favor of keeping the old rendering method around, at least for now.

Offline Dzlan

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Re: Experimental SDL version uploaded for Windows
« Reply #8 on: June 11, 2013, 06:19:27 AM »
I notice this one has been updated too? I mean, I don't think, Zombies were in houses randomly in the last nightly build from a couple of nights ago...
Though, I could have just randomly encountered a zombie in the first house I searched.
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Offline Soron

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Re: Experimental SDL version uploaded for Windows
« Reply #9 on: June 11, 2013, 06:27:11 AM »
Yeah, the nightlies were broken for a while (they never got pointed to the new Github repository when we recently moved from DarklingWolf's personal repo, to a shared repo). So there's about a week's backlog of changes that will be in both of the bleeding edge versions linked from the main page.

Offline Slax

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Re: Experimental SDL version uploaded for Windows
« Reply #10 on: June 11, 2013, 06:30:54 AM »
Hm. You may want to consult LazyCat on the font matter. His SDL version seems to be all figured out.
As it is right now, cootue_curses_square_16x16.ttf is all sorts of screwed up. Same with the defaults. Just looks... wonky.

Offline Dzlan

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Re: Experimental SDL version uploaded for Windows
« Reply #11 on: June 11, 2013, 06:47:40 AM »
Sweet, so I'm looking forwards to a lot of new features then : ) Better keep my eyes and ears open.
Now, this should be fun.
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Offline Justice

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Re: Experimental SDL version uploaded for Windows
« Reply #12 on: June 11, 2013, 06:49:27 AM »
@Dzlan If you think that's new, then be sure to press [Page Down] on the map screen, too. ;)

Offline Dzlan

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Re: Experimental SDL version uploaded for Windows
« Reply #13 on: June 11, 2013, 07:01:49 AM »
Sweet! So this prob means no more maps being wiped out.
Also, feedback on performance...  Defenitely an increase. No more lag when running.
Need to get used to that.
Can't wait to test out the new vehicle physics.
:)

P.S.
Not sure if it was fixed yet, but saving and loading while zombies are on screen caused them to move when loading game and sometimes multiply. (I think so) I'ma go try that out next time I encounter some.
« Last Edit: June 11, 2013, 07:12:58 AM by Dzlan »
Writing... I like writing... I really like writing...
Bahh, who am I kidding..
I LOVE WRITING
What kind of writing? Eh, Story writing, short stories, novels, fiction, poetry, fan fiction, fantasy, words, realism, based off dreams, I'd go on and on and on, but the Cataclysm really couldn't care less.

Offline Soron

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Re: Experimental SDL version uploaded for Windows
« Reply #14 on: June 11, 2013, 07:18:27 AM »
Save/load multiplication of enemies was fixed recently (testing the fixed version vs. the non-fixed version was pretty dramatic). I don't think the position-changing enemies have been addressed, though.