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eis_osParticipant
You have no idea what you are talking about.
2 Bytes in the error display are changed, conditional jump to jump.This changes in no way how stuff works in the res folder…
But yes, it only works with a valid steam version 🙂
eis_osParticipantHmm, 5-10 secs?
I have still waiting times about 50 Seconds @ normal speed level every month. Build 5080
I do have only a hand full of mod and currently all graphic settings are low.I guess my town growing runs amok but I have no idea why, one CPU core is completely used. I can remove nearly all my player items on the map and it will get faster.
Phenom II X6 2,8GHz, 8GB Ram, GTX550 TI 2GB
So: I need more MP code in Train Fever and more debugging info…- This reply was modified 9 years, 3 months ago by eis_os.
eis_osParticipanteis_osParticipantThey seem to heavily test currently on steam, the steam testing was changed 5 times the last two hours…
Looks like some problems…
eis_osParticipantYou are a bit late considering UG will release a new version next week …
eis_osParticipantAdded already, please see the chmod +x part. (Last Post in Thread)
Was tested by a Mac user…Please use Firefox (prefered) or Chrome for patching, Safari won’t work…
eis_osParticipantTFPatchPlus:
Win64, Linux and Mac…http://www.train-fever.net/index.php/Thread/2230-TFPatchPlus/
- This reply was modified 9 years, 3 months ago by eis_os. Reason: added link
eis_osParticipantSmall note:
As last resort as requested by users I added a MacOSX patch, untested as usually, so currently on the last page.
http://www.train-fever.net/index.php/Thread/2230-TFPatchPlus
Happy playing…
eis_osParticipantI am not sure what you want to discuss?
This is specially for situation when it doesn’t work, or well for players who don’t like the feature at all.
http://steamcommunity.com/app/304730/discussions/0/626329820710827257/#c626329820718620142
So why restart a topic until we get a new patch by UG?
eis_osParticipantBefore going crazy, I am allowed to point you to:
http://www.train-fever.com/forums/topic/everything-is-a-main-connection/page/2/
eis_osParticipantAround ingame year ~2230, I have roughly up to one and a half minute break every month, 1 minute wasn’t nice but now it’s simple to much so I started a new map.
Maybe we Germans are very patient people when we play simulations? I don’t know….
.Net? You can’t be serious… Adding GC and even more runtime to the problem won’t help.
You need a solid solution splitting the mathematical equation into smaller parts and across more cores…eis_osParticipantSmall note, I added a linux one, however it’s completely untested…
eis_osParticipantTemporary fix by disabling this feature in the exe
http://www.train-fever.net/index.php/Thread/2230-TFPatchPlus/
Happy playing 😉
eis_osParticipantCan we get back to a reasonable discussion?
Clarification as people seem to misunderstand me.
TF uses two threads at the same time and is parallel/concurrent.
However thread 2 is simply very CPU intensive and so it’s not finished yet to merge the calculations.
Some point you have to merge the data.While I can read x86/amd64 assembler only a static analyse is possible – Steam is in the way –
and optimized c++ in assembler is a pain.Writing a game that complex isn’t an easy task. Specially get it run on current hardware.
The depot doors animation files are in the game since the beginning, so it’s reasonable to assume that the feature simply got a bug fix and isn’t anything new.Urban Games seems to have a strategy to work on performance every second patch.
So back to a new small map (with patched out main street connection error)
eis_osParticipantI did a assembler code analysis, albeit on the Windows Version, so I have a pretty good understanding.
Sure. Thread 2 runs in parallel and will finish it’s calculation (in background). Then the thread will sleep until thread 1 joins thread 2. (= Waiting for thread 2 to be finished) If thread 2 isn’t finished yet, you get a full stop for thread 1. You see a freeze.
The windows and linux version are almost identical. I am actually used the debug data from the linux version to understand the windows version.Some Ascii Art:
Ascii Art 1 & 2 shows the gane time progressing from left to right, first is a month freeze compared to a GPU problem in Ascii Art 1. Ascii Art 3 shows a normal join between Frames at month ends. Ascii Art 4 if a join can’t fit anymore in a frame because GPU commands eat all time already.
Sidenote: I wish I could directly work on the code to fix these bugs and performance problems.
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