TE - Alpha testing r113 posted
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- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
TE - Alpha testing r113 posted
Download files somewhere in this thread (last alpha is usually best )
And post results here, note:
Processor
Amount of memory
Graphics card
Operating system
Frame rate (is visible in the console behind the main window)
Any problems?
And post results here, note:
Processor
Amount of memory
Graphics card
Operating system
Frame rate (is visible in the console behind the main window)
Any problems?
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
You are aware that the attachment size limit is 4MB, right? You don't have to split the rar into two volumes.
And, in a completely unrelated matter, the TTDPatch terrain generator no longer obeys the LandGen cheat. Please update either the code or the documentation so they agree.
And, in a completely unrelated matter, the TTDPatch terrain generator no longer obeys the LandGen cheat. Please update either the code or the documentation so they agree.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
So it was upped from 2MB that was there for years? Good.
As for a landgen - No - I'm not aware. Besides - this is not the place to discuss it (and why isn't it mentioned in the alpha discussion thread or somesuch?)
As for a landgen - No - I'm not aware. Besides - this is not the place to discuss it (and why isn't it mentioned in the alpha discussion thread or somesuch?)
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
- jonty-comp
- Tycoon
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- Location: Chesterfield, England
- Contact:
d3dx9_31.dll was not found!
After I pieced the archives back together and tried to do something to them with 7zip.
After I pieced the archives back together and tried to do something to them with 7zip.
JontySewell.net | twitter | last.fm | tumblr | YouTube | RaW 1251AM
It is. But evidence that you read the Problems with TTDPatch forum is remarkably hard to find.uzurpator wrote:As for a landgen - No - I'm not aware. Besides - this is not the place to discuss it (and why isn't it mentioned in the alpha discussion thread or somesuch?)
Jonty: That DLL's not in the archive. WinRAR says so, and I would hope it knows what its talking about. Google is your friend, however.
I would, but the words "average frame time", or anything like them, are doing a remarkably good job of hiding.uzurpator wrote:Please note both numbers - average frame time
Avg fps runs from ~15 to ~25, Last fps runs from ~0.1 to ~32.
1.8 GHz P4, Intel 82845G on-board graphics, Windows XPSP2.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
I sent you a PM uzurpator, but here we go again.
This is my Office workstation, no so big GPU.
TE Alpha One.
Last FPS: 23.5231
AVG FPS: 24.8521
CPU Intel P4 3.00GHZ
GPU Intel 82945G Express Chipset
OS WinXP SP2 (up-to-date)
RAM 1 GB
Since this is my Office workstation, these
are "normal" operational figures.
CU Usage 21%
PF Usage 865 mb
Threads 608
Processes 51
TE Alpha Two.
Last FPS: 25.5971
AVG FPS: 27.8527
CPU Intel P4 3.00GHZ
GPU Intel 82945G Express Chipset
OS WinXP SP2 (up-to-date)
RAM 1 GB
Since this is my Office workstation, these
are "normal" operational figures.
CU Usage 9%
PF Usage 742 mb
Threads 594
Processes 46
Not Much difference between the two, but then, this is an integrated GPU.
This is my Office workstation, no so big GPU.
TE Alpha One.
Last FPS: 23.5231
AVG FPS: 24.8521
CPU Intel P4 3.00GHZ
GPU Intel 82945G Express Chipset
OS WinXP SP2 (up-to-date)
RAM 1 GB
Since this is my Office workstation, these
are "normal" operational figures.
CU Usage 21%
PF Usage 865 mb
Threads 608
Processes 51
TE Alpha Two.
Last FPS: 25.5971
AVG FPS: 27.8527
CPU Intel P4 3.00GHZ
GPU Intel 82945G Express Chipset
OS WinXP SP2 (up-to-date)
RAM 1 GB
Since this is my Office workstation, these
are "normal" operational figures.
CU Usage 9%
PF Usage 742 mb
Threads 594
Processes 46
Not Much difference between the two, but then, this is an integrated GPU.
"I'm an engineer!"
http://www.cmdkewin.net/ (Out of Order)
Eve: Since Beta Phase 2
Civilizazion Fan: Seems like forever...
SimCity Fan: SC 2000 is still the best
TT Fan: Since 1995
Switzerland: Since 1291
http://www.cmdkewin.net/ (Out of Order)
Eve: Since Beta Phase 2
Civilizazion Fan: Seems like forever...
SimCity Fan: SC 2000 is still the best
TT Fan: Since 1995
Switzerland: Since 1291
- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
I do. But there is no _topic_ on that. Since you found the bug, you report it. And not to me really since it was not _me_ who introduced the cheat in the first place. Neither I made any promises for it. Frankly up to not so long ago I didn't even know it existed.DaleStan wrote:It is. But evidence that you read the Problems with TTDPatch forum is remarkably hard to find.uzurpator wrote:As for a landgen - No - I'm not aware. Besides - this is not the place to discuss it (and why isn't it mentioned in the alpha discussion thread or somesuch?)
What works - for all climates, so I add, is generation through difficulty settings (water low/medium/high - terrain height: flat/mountainous).
You are right - avg frame time is not listed. Will be in the next rev.
CmdKevin - the max FPS for now is 32. That is why the frame time is more/less important. If the numbers below in the >##>##>##>## etc format hover around 0 then there is an improvement. See 3 fold drop in CPU usage between two alphas
Jonty - that file is from DirectX9 - shouldn't be in the archieve. Nonetheless I'll try to include it anyways (or finally add OpenGL support)
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Pentium 4 2.6GHz 2.5Gb ram
Nvidia gforce FX5200 128Mb ram
Win XP Pro, sp2 + latest updates
te - engine.exe
av fps 30.9285
last fps 31.9767
CPU usage 4 - 5%
mt
crash, crash, crash, hang, crash !
I've attached ogre.log - after hang - in case it is of use.
d3dx9_31.dll is in October 2006 upgrade of directx.
Nvidia gforce FX5200 128Mb ram
Win XP Pro, sp2 + latest updates
te - engine.exe
av fps 30.9285
last fps 31.9767
CPU usage 4 - 5%
mt
crash, crash, crash, hang, crash !
I've attached ogre.log - after hang - in case it is of use.
d3dx9_31.dll is in October 2006 upgrade of directx.
- Attachments
-
- Ogrelog.zip
- (2.15 KiB) Downloaded 571 times
Windows XP MCE 2002
AMD Athlon XP 2000+
1.66 GHz
512 MB RAM
frame time: unknown (obscured by window)
CPU usage: unknown (program pauses while WTM is open)
program runs smoothly
the no frame limit one has an average frame time of 1.75-2
program runs smootly
AMD Athlon XP 2000+
1.66 GHz
512 MB RAM
frame time: unknown (obscured by window)
CPU usage: unknown (program pauses while WTM is open)
program runs smoothly
the no frame limit one has an average frame time of 1.75-2
program runs smootly
The occasional look back at your past can teach you a great many things...
TE-Egnine.exe
both framerates are 32
frame time is 1 if Opera is not minimized and 0 when it is minimized
no_frame_limit.bat
Both framerates are from 700 to 740
Frame time is 1.3 to 1.6
no_frame_limit.bat with Image quality set to "High quality", Antialiasing set to 8x and Anisotropic filtering set to 16x (you can set this stuff trough Nvidia control panel(dunno bout Ati cards) and it aplies to almost every 3d aplication there is it even works on Carmageddon 2 )
Both framerates are from 260 to 290
Frame time is 3 to 3.5
My CPU is not multithreaded so i won't run the mt.bat
Stats:
AMD Sempron 2000 2ghz CPU
1GB Ram DDR400
Geforce 7600GS 256MB AGP 8X
both framerates are 32
frame time is 1 if Opera is not minimized and 0 when it is minimized
no_frame_limit.bat
Both framerates are from 700 to 740
Frame time is 1.3 to 1.6
no_frame_limit.bat with Image quality set to "High quality", Antialiasing set to 8x and Anisotropic filtering set to 16x (you can set this stuff trough Nvidia control panel(dunno bout Ati cards) and it aplies to almost every 3d aplication there is it even works on Carmageddon 2 )
Both framerates are from 260 to 290
Frame time is 3 to 3.5
My CPU is not multithreaded so i won't run the mt.bat
Stats:
AMD Sempron 2000 2ghz CPU
1GB Ram DDR400
Geforce 7600GS 256MB AGP 8X
it works
but
if I move the terrain to the extreme the game is ended in an "unusual way"
also I notice that there is a limit to the number of tiles that can be loaded at any one time
so if i do a figure of eight pattern zoomed way out I can see wierd patterns as the game de-loads tiles
same machine as before
but
if I move the terrain to the extreme the game is ended in an "unusual way"
also I notice that there is a limit to the number of tiles that can be loaded at any one time
so if i do a figure of eight pattern zoomed way out I can see wierd patterns as the game de-loads tiles
same machine as before
The occasional look back at your past can teach you a great many things...
- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
Re: TE - Alpha testing (test TE, be HEEEEEWO!)
Latest alpha - 4.
I am not really happy with it, performace is low, but it is stable and works well on quad core systems.
I am not really happy with it, performace is low, but it is stable and works well on quad core systems.
- Attachments
-
- te-alpha.part1.rar
- (4 MiB) Downloaded 586 times
-
- te-alpha.part2.rar
- (1.09 MiB) Downloaded 574 times
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Re: TE - Alpha testing (test TE, be HEEEEEWO!)
Have you plans on how to improve it?///
- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
Re: TE - Alpha testing (test TE, be HEEEEEWO!)
No - I spent last 6 months to release unfinished product
Of course I do!
Of course I do!
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Re: TE - Alpha testing (test TE, be HEEEEEWO!)
Works fine here!
FPS Avg - 34.x
Processor - Intel Core 2 Duo @ 2.8Ghz
Memory - 3.0 GB
Graphics - Dual ATI X1300 (SLI?) 256MB
CPU usage: 100%
Performance seems low, but I was running a fluid simulation at the same time which takes up almost all resources. So probably things will improve when only running the game.
EDIT:
OK, now without running simulations:
FPS Avg: 645.xx
CPU usage: 56%
Apparently the high frame rates are achieved since not the whole area is immediately visible. Only after scrolling and dragging more is visible. Maybe an error?
If I make sure the whole map is visible (or most of it), the average frame drop decreases to 77.xx when the window is maximized (1680x1050).
FPS Avg - 34.x
Processor - Intel Core 2 Duo @ 2.8Ghz
Memory - 3.0 GB
Graphics - Dual ATI X1300 (SLI?) 256MB
CPU usage: 100%
Performance seems low, but I was running a fluid simulation at the same time which takes up almost all resources. So probably things will improve when only running the game.
EDIT:
OK, now without running simulations:
FPS Avg: 645.xx
CPU usage: 56%
Apparently the high frame rates are achieved since not the whole area is immediately visible. Only after scrolling and dragging more is visible. Maybe an error?
If I make sure the whole map is visible (or most of it), the average frame drop decreases to 77.xx when the window is maximized (1680x1050).
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