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3D floor abuse...

Posted: Sun Sep 04, 2005 22:11
by Lexus Alyus
I hear about 3D floors in GZdoom... so, I go and make some crazy level with OTT usage of 3D floors :D... but I descover that its quite laggy... this is no fun because I wanna create stupidly complex structures... but it slows things down :(.

Any chance of optimising the 3D floor code?

Heres my crazy abuse of 3D floors. I've noticed that the lighting doesn't work... the areas below the 3D floors should be darker (well, the same light of the control sectors) but they remain at the sectors main light level... what gives?

:twisted:

Posted: Sun Sep 04, 2005 22:26
by LK873
What lag? I don't have this lag you speak of ;)

Posted: Sun Sep 04, 2005 22:26
by AFADoomer
Mine doesn't lag too badly... I'm not exactly getting huge FPS anyway, though.

Interesting bug I just noticed... Try jumping off of a lift right after you hit the switch, and then stand under it while it comes back down...

Posted: Sun Sep 04, 2005 22:33
by LK873
HAHA that needs to be fixed o_O

Posted: Sun Sep 04, 2005 22:46
by Phoenix
i'm not getting any lag myself. and holy crap, lexus, that is one cool-ass piece of architecture!

Posted: Sun Sep 04, 2005 22:47
by Nuxius
Interesting bug I just noticed... Try jumping off of a lift right after you hit the switch, and then stand under it while it comes back down...
<Keanu_Reeves>Whoa.</Keanu_Reeves>

Posted: Sun Sep 04, 2005 22:57
by Planky
Have you been able to test it in Legacy (please don't flame me for asking)? The reason being is I am trying to find out whether GZDooms' 3d floor code implementation is more efficient (ignoring slopes for now).

I would test it myself, but Im at work.

Posted: Sun Sep 04, 2005 23:08
by Hobbs
Not much lag to speak of, and on one comp, none at all. Just like the GAZILLION DETAILZORZ maps in regular ZDoom, too much 3D floor use will cause lag on the not so powerful comps (thats my guess).

Posted: Sun Sep 04, 2005 23:40
by BFeely
I've got an Athlon 1400 with 512 MB PC133 SDRAM, and it doesn't lag. What do you have for a video card? I have a GeforceFX 5200.

Posted: Sun Sep 04, 2005 23:53
by BetaSword
Woah, that's a helluva lotta 3D floors.

Oh, and I did a vid_fps 1 test, and it said I was getting somewhere around 273 FPS. And there was definitely no visible slowdown, either. Quite smooth, actually. Here's a shot:

[spoiler]Image[/spoiler]

Posted: Mon Sep 05, 2005 0:41
by Graf Zahl
No lag. I will have to check for the lighting and the screwed up collision check though.

Posted: Mon Sep 05, 2005 0:59
by Enjay
No lag for me either. :D

Cool architecture. 8-)

Posted: Mon Sep 05, 2005 1:13
by Graf Zahl
Regarding the collision problem, that one is simple. The WAD starts movement of floor and ceiling as different thinkers. It's too bad that that doesn't work but I really can't do anything about it. The ceiling thinker never gets notified that the floor hit the player.

Instead use FloorAndCeiling_Lower/RaiseByValue. That special moves both planes simultaneously and also stops moving both planes if one is blocked.

Posted: Mon Sep 05, 2005 17:48
by Lexus Alyus
Ah, cool, thanks for that tip :).

As for the lag, could it be that the ATI Radeon 9200 is a pile of shit? It runs okay and it reports the FPS as a decent 50... but its jerky... kinda like every other fram is being skipped... it can't be anything else cus I have a AMD 64 2800+, 1gb of ram and... urm... a computer that has blue LEDS :D.

I might be tempted to finish this off :). Concerning the lights: the lights of the control sectors aren't being transfered below the 3D floors... am I doing something wrong or is this a bug?

:Edit: Graf, that special you spoke of exhibits the same behavour as before... or are you intending on fixing this for later versions?

:Edit 2: Ignore me about the light thing, I'm being stupid :D. It appears that I'm not used to a GL renderers brightness :D. Performance has been greatly improved BTW... I bumped the res from 1280x1024 to 800x600 :D... maybe the hi-res was the problem :D (how stupid am I being? :D)

:twisted:

Posted: Mon Sep 05, 2005 18:21
by Graf Zahl
I think I fixed the elevator types. They simply weren't written with inverted plane use in mind and as a result missed the movement failure.