My features wishes

  • #10, by afrlmeFriday, 01. August 2014, 11:01 10 years ago
    I actually asked for the ability to display a loading screen with working progress bar for 4.0/4.1, but I was told no. My reasoning was because games like Chains of Satinav were very animation heavy & took quite a while to load each scene on my old laptop. On this one it loads much faster.

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  • #11, by SimonSFriday, 01. August 2014, 16:49 10 years ago
    You know, I gave this a lot of thought as I deactivated the threaded preloading because of multithreading issues, it wasn't just that I didn't liek it. The target we are headed to are games, that also run mobile. You can't afford loading an amount of animations early because it takes a lot of time and more ram than is there. The main bottle neck will be the hard drive. We recommend using webp btw.
    But I didn't really see that is so much fury about the situation now. The release of the beta is still some time ago. But there were no such outbreaks I read about. I spend a lot of time optimizing our code and finding bottle necks and I managed to cut loading times extremely. The coming release will even be faster. So I just left the preloader deactivated (also its action parts won't work), and Goodbye Deponia was delivered with that, I did not hear anything about it being an issue. It's not like that, that we don't know what we are doing. We are often in conflict of the best solutions and many times leaving it to the users is telling them you're fucked and requires us to write big manuals (don't exist as far I know). If it will really become an issue for many I would suggest a hard disk preloader that fetches just the image from the hard drive and does not decode them yet, that would maybe fit already. But that won't be in the release.
    Problem with the loading screen is that we can't see into the future what animations will be needed, what could we loaded, how long will take what. Loading will more like be spikes in your game and display a loading screen every time there would be blinking the loading screen every 2 seconds. So we can't determine 100% we can't calculate percentages. As easy as that. By the way, drawing a progress bar slowed loading down by 2 seconds in 3.7.

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  • #12, by ke4Friday, 01. August 2014, 18:00 10 years ago
    I'm still confused from this, it's too much information in english.
    I don't know what i should do now...
    My game freeze for about minute if i load the game, and animation actually run smoothly if i preload them, else they are smooth too, but its freeze first.
    How can i render to webp in my software? I just will try limit more space.

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  • #13, by SimonSFriday, 01. August 2014, 18:44 10 years ago
    Man kann zu WebP konvertieren, das geht mit dem Tool von Google: https://developers.google.com/speed/webp/docs/cwebp?hl=de
    Für Masse ist hier ein kleines Batchskript:
    @echo off
    for /R %%f in (*.png) do (
      pause
      cwebp.exe -mt -q 85 -alpha_q 85 %%~ff -o %%~df%%~pf%%~nf.webp
    )
    echo "Done"
    pause
    

    In der aktuellen Version funktioniert keine Art von Vorladen.

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  • #14, by ke4Friday, 01. August 2014, 22:43 10 years ago
    Thanks, i look at it.

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  • #15, by brut69Saturday, 02. August 2014, 11:40 10 years ago
    I would suggest that we add also a "Switch" option. If a condition is True then set to False , but if it is False then change to True. Currently I am doing that with If statements while it would had been easier to have it pre-defined.
    I made a script for it in LUA if anyone is interested

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  • #16, by afrlmeSaturday, 02. August 2014, 13:17 10 years ago
    I would suggest that we add also a "Switch" option. If a condition is True then set to False , but if it is False then change to True. Currently I am doing that with If statements while it would had been easier to have it pre-defined.
    I made a script for it in LUA if anyone is interested


    Hmm switch option? For? Are you talking about toggling condition values?

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  • #17, by SDMonoSaturday, 02. August 2014, 22:27 10 years ago
    I would love to see an option for scene objects where I could put them into folders and set a condition just for a specific folder... not having to set a condition for each object separately. smile

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  • #18, by afrlmeSaturday, 02. August 2014, 22:50 10 years ago
    I would love to see an option for scene objects where I could put them into folders and set a condition just for a specific folder... not having to set a condition for each object separately. smile


    I asked about a grouping/folder thing ages ago but I don't think it would work because the scene objects have to be listed in order of object center for some reason, otherwise you end up with some strange side effects.

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  • #19, by SDMonoSaturday, 02. August 2014, 23:01 10 years ago
    Oh ok... well then we just have to create 100s of conditions wont we!!! hehehe.grin

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  • #20, by afrlmeSaturday, 02. August 2014, 23:49 10 years ago
    100's of conditions?

    You can assign the same condition to as many scene objects as you like. To make it a bit more flexible I suppose it would be nice if we could add a couple more conditions or so & maybe specify values or something as an alternative too. Sometimes you might need more than 1 condition to enable an object but everyone seems to have gotten by with the one so far! wink

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