View Issue Details

IDProjectCategoryView StatusLast Update
0000362FSSCPgameplaypublic2005-05-26 01:33
ReporterHippo Assigned Totaylor  
PrioritynormalSeveritytrivialReproducibilityalways
Status resolvedResolutionfixed 
Platformp4 3.2Mhz 1024 physical ramOSXP HomeOS VersionSP1
Summary0000362: The mission loading screen doesn't actually change...
DescriptionThe screen with all the little dots that used to go progressivly from left to right, now sits with none 'lit' untill the loading proscess is done, and then immediately jumps to full, and then continues to the breif/command breif
Additional InformationIts not really important, but more than once when its making .ibx's, i'v thougth it was hanging, because it looks like nothing's happening. Even when theres a 2 minute loading, it still does that...
TagsNo tags attached.

Activities

taylor

2005-04-11 21:22

administrator   ~0002118

Is this with a release or a debug build?

Hippo

2005-04-12 00:54

reporter   ~0002120

every build for some time

kasperl

2005-04-18 13:52

developer   ~0002160

Giving this one to Taylor. Dunno why, he posted in it.

StratComm

2005-04-19 06:00

reporter   ~0002168

This has been around for ages. It seems to sit on that first bar for at least all texture and model preloading and index buffer (ibx) generation, which I guess indicates that it's processing everything but the CB's and maybe sound as a single step. I wouldn't consider this a very high priority, but it would be nice to let the new folks know that their game hasn't actually frozen.

taylor

2005-04-19 06:32

administrator   ~0002169

I'm wondering if you are just seeing the new caching stuff, Hippo. It doesn't unload anything until after it's finished loading. This is so that it doesn't have to unload something (models, bitmaps) and then load them right back. When you get this large jump does the mission load really fast or does it still sit there for a while? If it loads slow then something is really wrong and needs to be looked at in more detail. If it loads fast then it's just the caching and I curse you for complaining about it. :)

I am actually going to put a flashing "...creating IBX" in the lower right corner when it's creating the IBX files. This isn't going to happen real soon though, the loading proceedure needs to change a bit more first. The loading screen doesn't actually appear until after numerous parts of the loading process have already finished. That's about to change though with my next update but it still needs some work to spread out a few more of the game_busy() updates. It should be more accurate at that point as well.

Hippo

2005-04-19 12:26

reporter   ~0002181

Yeah, as soon as it hits full, it goes to the breifings...

taylor

2005-04-25 07:21

administrator   ~0002249

@Hippo, if Goober's 04/23 release has a debug build in it then try that. If it's any better then great. If not then it should print out, in the upper left, where it is in the load process. Let me know where it seems to hang at and we'll go from there. If the text in the upper left never changes then it's not really a load problem but something with the update of the load screen graphics.

Goober5000

2005-05-25 02:08

administrator   ~0002487

I've seen this too. It doesn't really hang, it just spends a disproportionately long time on the first bar. In debug builds I can see all the stuff it loads, and it progresses just fine. The progress bar might need to be retimed.

taylor

2005-05-25 02:55

administrator   ~0002493

The only thing that I can think of is that the game_busy() calls are messed up but I don't understand why it's only affecting a few people. I'll have a run through all of that tonight/tomorrow. If it's working in debug builds then it's likely just some game_busy() screwup and so the loading screen doesn't realize that stuff is getting loaded.

taylor

2005-05-25 17:39

administrator   ~0002512

timer_get_milliseconds() returns a negative number on callback_init and game_busy() bails if it's not positive. That's why it works under Linux, different timer. It's always negative it would appear so I don't know if this is an ASM error or what, may be tied to computer speed. Looking for the reason and a fix.

taylor

2005-05-26 01:33

administrator   ~0002518

A few changes to timer.cpp gets this fixed. It also seemed that one Win2K and one WinXP computers I tested this with had wildly different behavior with the old code with values changing that shouldn't have ever changed. The modified code is working well with both platforms and with single and dual CPU configs. The downside of the new code is the increased risk of wrap around however it shouldn't be too much of a problem for this particular use, unless you leave the game running for really long periods of time.

Due to the tested values I'm unsure what other changes this code will show on the computers that exhibited this problem. Perhaps nothing but maybe something good or bad. A test build will be released shortly to find that out.

taylor

2005-05-26 01:33

administrator   ~0002519

Fixered.

Issue History

Date Modified Username Field Change
2005-04-10 22:07 Hippo New Issue
2005-04-11 21:22 taylor Note Added: 0002118
2005-04-12 00:54 Hippo Note Added: 0002120
2005-04-18 13:52 kasperl Note Added: 0002160
2005-04-18 13:52 kasperl Assigned To => taylor
2005-04-18 13:52 kasperl Status new => assigned
2005-04-19 06:00 StratComm Note Added: 0002168
2005-04-19 06:32 taylor Note Added: 0002169
2005-04-19 12:26 Hippo Note Added: 0002181
2005-04-25 07:21 taylor Note Added: 0002249
2005-05-25 02:08 Goober5000 Note Added: 0002487
2005-05-25 02:55 taylor Note Added: 0002493
2005-05-25 17:39 taylor Note Added: 0002512
2005-05-26 01:33 taylor Note Added: 0002518
2005-05-26 01:33 taylor Status assigned => resolved
2005-05-26 01:33 taylor Resolution open => fixed
2005-05-26 01:33 taylor Note Added: 0002519