r1357 laggy store UI

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  • ekolis
    Knight
    • Apr 2007
    • 921

    r1357 laggy store UI

    I'm running Vista64 and the store interface in r1357 is quite laggy - I press an arrow key several times, and it takes a moment to move the selection around!

    edit: Oh, also, when I go to the autoinscribe settings in the options menus, the game crashes...
    Last edited by ekolis; April 13, 2009, 02:33.
    You read the scroll labeled NOBIMUS UPSCOTI...
    You are surrounded by a stasis field!
    The tengu tries to teleport, but fails!
  • takkaria
    Veteran
    • Apr 2007
    • 1951

    #2
    Originally posted by ekolis
    I'm running Vista64 and the store interface in r1357 is quite laggy - I press an arrow key several times, and it takes a moment to move the selection around!

    edit: Oh, also, when I go to the autoinscribe settings in the options menus, the game crashes...
    Yeah, autoinscribe bug was noted. When did the store interface get laggy? I can't think of anything that would have caused that.
    takkaria whispers something about options. -more-

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    • ekolis
      Knight
      • Apr 2007
      • 921

      #3
      When? Sorry, I don't know - I haven't played the nightlies in a while; I just thought some of the new ID stuff sounded nifty and wanted to try it out!

      edit: oh, more clues: it also takes a few seconds between pressing a key after naming a character for the game to actually start, and the lag in the stores doesn't seem quite as bad if I turn the "base delay factor" to 0 (I had it at 7)... by the way, why in the world would anyone want a base delay factor of 255? That would be over 65 seconds between moves! 8O

      edit2: wait a sec, I set my base delay factor back to 7, and it's the same as before - looks like the real delay is coming from holding down the arrow key! It's as if it's internally updating where the selection is, but not actually displaying it until I let go of the key! :P
      Last edited by ekolis; April 13, 2009, 16:13.
      You read the scroll labeled NOBIMUS UPSCOTI...
      You are surrounded by a stasis field!
      The tengu tries to teleport, but fails!

      Comment

      • d_m
        Angband Devteam member
        • Aug 2008
        • 1517

        #4
        Originally posted by ekolis
        edit2: wait a sec, I set my base delay factor back to 7, and it's the same as before - looks like the real delay is coming from holding down the arrow key! It's as if it's internally updating where the selection is, but not actually displaying it until I let go of the key! :P
        I don't know anything about Windows, but it sounds like maybe XP's key repeat rate is set lower than you want. If you press ARROW twice, do you have hte lag?
        linux->xterm->screen->pmacs

        Comment

        • Magnate
          Angband Devteam member
          • May 2007
          • 5110

          #5
          Originally posted by ekolis
          it also takes a few seconds between pressing a key after naming a character for the game to actually start
          This is a different delay. This is the point at which randarts are generated, so if you're playing with randarts on, that's the reason. If you're not playing with randarts on I'm not sure what could be causing the delay, because the text files have all been parsed before character generation, and the monster/ego/object arrays already filled.
          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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          • ekolis
            Knight
            • Apr 2007
            • 921

            #6
            I don't know anything about Windows, but it sounds like maybe XP's key repeat rate is set lower than you want. If you press ARROW twice, do you have hte lag?
            The lag goes away for the most part when I hit the arrow repeatedly; when I hold it down, the cursor just sits where it is until I let go, at which point it jumps to wherever it winds up. So I don't think the key repeat rate has anything to do with it - if that were the case, the cursor would be moving while I hold the button, however infrequently, but it actually stays still until I let go of the button.

            This is a different delay. This is the point at which randarts are generated, so if you're playing with randarts on, that's the reason. If you're not playing with randarts on I'm not sure what could be causing the delay, because the text files have all been parsed before character generation, and the monster/ego/object arrays already filled.
            I have randarts turned off; I just checked.
            You read the scroll labeled NOBIMUS UPSCOTI...
            You are surrounded by a stasis field!
            The tengu tries to teleport, but fails!

            Comment

            • Pete Mack
              Prophet
              • Apr 2007
              • 6883

              #7
              It's probably the object log file filling with crap...

              Comment

              • Magnate
                Angband Devteam member
                • May 2007
                • 5110

                #8
                Originally posted by Pete Mack
                It's probably the object log file filling with crap...
                What Pete means, in his endlessly constructive and encouraging fashion, is that the new pricing is currently being logged to track bugs - it's called pricing.log and it appears in the same directory as character dumps. It's actually a lot smaller than randart.log, as it contains only the power ratings of wearable items in the initial stores setup, so I'd be surprised if it caused any noticeable delay. But he is right that the store setup is also called at this point, so it could be the explanation.

                Price logging will be turned off for the 3.1.1 release. (Or I'll fix the logging so that it produces much less repetition - for some reason I don't yet understand each item is evaluated several times.)

                EDIT: Pete - perhaps you could fix it for me, rather than moan about it?
                "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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                • PaulBlay
                  Knight
                  • Jan 2009
                  • 657

                  #9
                  Originally posted by Magnate
                  It's actually a lot smaller than randart.log
                  Maybe, but it doesn't get deleted between games which is why when I first noticed it it was over 17MB.
                  Currently turning (Angband) Japanese.

                  Comment

                  • Pete Mack
                    Prophet
                    • Apr 2007
                    • 6883

                    #10
                    @Magnate:
                    You are welcome for the constructive criticism.
                    I'll try to take a look, but I am about to be extremely busy in RL.

                    Comment

                    • Magnate
                      Angband Devteam member
                      • May 2007
                      • 5110

                      #11
                      Originally posted by PaulBlay
                      Maybe, but it doesn't get deleted between games which is why when I first noticed it it was over 17MB.
                      True. The randart.log is all written at once, but the pricing log is written at different points (different trips to town I think), so I use APPEND mode. I guess the sensible thing to do would be to delete it at the start of each new game.
                      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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