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Posted

My comment to the first bug: Sad. Fix the bug first and give me a fixed copy before I continue my debugging. I can't map with that bug popping up every few seconds (I use the zoom/scroll wheel a lot).

 

Scroll Bug

http://www.hlrse.net/Qwerty/DCMEv1292-ScrollBug.gif

First open DCME, then start scrolling out with the mouse wheel. The error will be same every time, but different values.

Posted

rofl.. oops.. i didnt remove that :D

fixed... by the way, mousewheel only works in the compiled version, that's why I forgot it was there

Posted

hmm... I'll report a bug myself... I don't know if you guys will notice it too, because it's probably caused by the sucky computers here:

 

Once the right panel has been hidden once, i get performance issues with tile preview (or drawing) even after I bring back the right panel... I'll look into that.

 

And by performance issue, I'm speaking of a ~500ms lag between each 'tick' when moving tile preview around

 

wow... check that: (duration of PicPreview_MouseMove in ms , and caption of the right-panel toggle button, -> means the panel is shown, <- it's hidden

0 ->
10 ->
0 ->
[...]
0 ->
0 ->
0 ->
20 -> [these ones take a bit longer because I am drawing with pencil]
50 ->
10 ->
20 ->
0 ->
0 ->
0 ->
20 ->
20 ->
[...]
30 ->
10 ->
20 ->
550 <-  [I hide the right panel now]
541 <-
581 <-
521 <-
631 <-
630 <-
421 -> [I bring back the right panel, and it's still very laggy, a bit less than before only because the preview area is now a bit smaller]
411 ->
410 ->
451 ->

I get no lag without tile preview though.

Posted

ok wtf:

Dim tick As Long
tick = GetTickCount

BitBlt picPreview.hDC, 0, 0, picPreview.Width, picPreview.Height, piclevel.hDC, 0, 0, vbSrcCopy

Debug.Print GetTickCount - tick & " " & picPreview.Width & " x " & picPreview.Height

If refresh Then picPreview.refresh

Before having hidden the right panel, this debug.print give like 20-30 ms ; but after, it takes 400-500 ms...

and that, even if i hide the right panel again, so the size of picpreview is the same as before... shouldn't the bitblt take the same time??? wtf

 

That chunk of code is from UpdatePreview by the way, and it's the exact instruction where I lose all my speed... Happens in compiled version AND in IDE.

Am I the only one with this problem?

Posted
so your talking to yourself now?

!@#$%^&* lonely guy! I will talk with you..

I duno everything is working fine but i didnt download the latest yet.

 

whats wrong with talking to yourself ? i talk to myself all the time when noone is around.

 

I have no idea what the problem is too :s

Posted
rofl.. oops.. i didnt remove that :D

fixed... by the way, mousewheel only works in the compiled version, that's why I forgot it was there

 

 

So any of you two want to give me a copy with that bug fixed yet? ;o

 

it is fixed.. redownload it from the same thread

Posted

w000000000t!!!

 

I just found a way to render the tile preview 1571049587104895 times faster...

instead of calling updatepreview with (false, false) just to bitblt the whole piclevel on picpreview...

I used static integers to hold the last known cursor position and size, and I bitblt only that area...

 

So it fixed my problem... which probably none of you have because you have decent graphic cards blum.gif , but tile preview takes almost no time to render now

 

however, drawing is still a pain in the butt on these computers....

 

Hiding a popped up tileset or radar was causing the map to refresh uselessly... maybe you didnt notice it because it's supposed to take like 50ms, but since it takes 400ms+ here, I noticed it blum.gif

and that's fixed

Posted

Fixed today:

-Tile Preview incredibly sped up

-Hiding popup windows dont cause a refresh anymore (It updated because map form is re-activated at that moment)

-Settings are updated on activation of form (mostly to update grid colors that could have been changed while another map was activated)

-Fixed some stuff in the grid settings in preferences form

-If current map is not maximized, a new map will not be automatically maximized

-Removed redundant updatePreview's when toggling right panel, reducing the delay in half or so

Posted

yeah, but when you .show, it removes the focus from the map form... and when it hides again, it gives back the focus, causing a Form_Activate event, which calls UpdateLevel

(Not sure if that's what you're speaking about?)

Posted

... could you be more specific? I mean... the tileset goes blank after you import? or the tileset just doesn't change? what happens exactly?

Cause it works fine for me... I can import 8bit / 24bit tilesets from .lvl or from .bmp files and it works fine...

Is it only in the .92 version that you get problems?

And can you check help -> view debug information and copy what appears when you attempt to load it?

 

The only known issue is when saving a map with a 24bit tileset AND eLVL data... this will most likely crash the thing. It's a problem of the eLVL format itself, eventually there will be a warning or something when saving a 24bit tileset, asking you if you want to save it as 8bit, or as 24bit and lose your eLVL data... But anyway that doesn't seem to be your problem...

 

Hmm... if you're trying to import tilesets from map with default tileset.... that might now work because there's actually no tileset in these maps

Just tested... when you try to import from a map without tileset, it aborts without warning you... that's fixed. But if you want to use the default tileset, use Discard tileset

Posted
But if you want to use the default tileset, use Discard tileset
I tried importing the default tileset from a map that was using the default tileset. You might aswell make it basically "Discard tileset" if you try importing a non-existant tileset from a map.
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