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Sign up[Ready] Dynamic submap loading #5840
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kevingranade
added some commits
Jan 25, 2014
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dwarfkoala
commented
Jan 31, 2014
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He just did it. wow. |
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Test-compiling now. |
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Still a few issues, it spams map loading dialogs when you're walking around, and I've seen an occasional segfault. I think it's failing to fully populate the active grid sometimes now, probably just need to find a good place to stick a map::load(). |
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bounce bounce |
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Sweet! Nice to see this up and (mostly) ready. :D |
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dwarfkoala
commented
Feb 2, 2014
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I say that this has to be in by 0.A. The ability to actually have really really big worlds without the horrendous slowdown and eventual death of worlds is important enough, I think, that we could delay 0.A if necessary. |
ghost
assigned
kevingranade
Feb 2, 2014
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Kevin wanted it in too. |
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0.A is already delayed quite a lot and I agree that it will make a lot of players happy - I mean, the balance changes and the ability to play without "omg the world crashed for ever because it's too big" |
dwarfkoala
referenced this pull request
Feb 3, 2014
Closed
Save/Load takes too long when large areas of the map have been explored. #65
kevingranade
added some commits
Feb 3, 2014
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This should be good to go now, but please put it through a bit of a wringer if you're able. I'm particularly interested in performance on large maps on windows. |
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One issue: the world is not reset/deleted because the code in |
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Second issue: looks like the default-mod list doesn't play well with the directory-assurance code. If you've a better way to resolve that conflict, please do. |
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@KA101: In mod_manager.cpp, line 29: the declaration of |
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Gave it a once-over with the megafile. Cuts save/load times well over half and retains content. teleporting around suffered no lag over that from usual teleporting. If I don't hear a reason not to merge this by 11 PM US Eastern, it's going in. |
KA101
merged commit 4e8957d
into
CleverRaven:master
Feb 5, 2014
1 check failed
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Poetich77
commented
Feb 5, 2014
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The game stops when appears pop up message "Please wait at the map saves" |
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I'm guessing this is due to autosave, if not let me know. |
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Poetich77
commented
Feb 5, 2014
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dwarfkoala
commented
Feb 5, 2014
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I'll make an issue for that |
dwarfkoala
referenced this pull request
Feb 5, 2014
Closed
Dynamic Submap Loading Stalls indefinitely #5980
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dwarfkoala
commented
Feb 6, 2014
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Hrm, Poetich77, can you please post a copy of the savegame? For all we know it could be a problem with that specific savegame. |
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I'd noticed that it hung a bit, but it completed in a second or two. Chalked it up to my laptop being low-powered. Sorry, Poetich. |
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dwarfkoala
commented
Feb 6, 2014
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Curiously, it seems to be hanging indefinitely on my end. |
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XP here too. Lemme compile everything since last night and I'll take a shot at it. |
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What exactly is the way to reproduce this, is it just from loading a |
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dwarfkoala
commented
Feb 6, 2014
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A fix is in the works. On Wed, Feb 5, 2014 at 6:30 PM, Kevin Granade notifications@github.comwrote:
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Yeah, that save was borked or something. Fix seems to do the job, I just merged it. |
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Poetich77
commented
Feb 6, 2014
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It`s working in the latest build #802! Thanks for your help, guys! |

kevingranade commentedJan 31, 2014
Here's the payoff, this makes map loading incremental, which means FAAST.
Additionally saving speed is improved, since it only has to write out submaps that you've been near. Distant submaps remain untouched.
Still to be done is writing submaps out to disk and unloading them to keep memory footprint down, but that can wait for another PR.
The naming for the files is slightly changed, so this won't be compatable with the previous PR.