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XCOMUFO & Xenocide

Hase The Game Become Slower?


7Saturn

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Hi. As the title askes, has the game become slower?

 

I noticed that first, when I played with a friend on my own server (directly after changing to 0.7.1086), and I found out that this seems also to be the case in the hotseat-game. Has anyone else experienced that?

 

In particulary I mean the time, after any of both players has end his turn. Then it takes several seconds, until the game goes on for the other player. Also in Hotseat. So the internet-connection is not to slow, and my laptop (1 GB RAM, 2x1,86 GHz) is probably not too slow for the game. Is this some kind of problem, or is it just because the new features take much more ressources?

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  • 3 weeks later...

I don't know exactly, but somewhere on forums i've already seen this problem. The point is, as far as i remember, that the pause is due to a fire. I don't know axact circumstances, but i experience that too - i've just played with "ufo2k classic" weapon set and at the end of each turn when there were some fire on the battle field it took some time to end the turn (my machine just froze!). Mentioning that i'm using Linux states the fact of crossplatform problem. I don't know if it depends on weaponset, on map, on races but it definitely deals with fire =(

If it's important i'd like to mention that i've played hot-seat with two chameleon teams on both sides (just tested new units) and used the "ufo2k classic weaponset". I can't recollect if that problem has been detected by me on other weaponsets, but as far as i remember i haven't experienced it on classic X-COM weaponset, but that could be due to the fact, that i actually haven't seen any fire playing that time.

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it is when explosives are used and fire tiles are created that turn
Maybe I have no idea how difficult it is, but that really sounds like not very efficient code for that matter... If I had more C++ - skills, I would check that out, but probably I would rather mess it up. <_<
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  • 3 weeks later...
it is when explosives are used and fire tiles are created that turn
Maybe I have no idea how difficult it is, but that really sounds like not very efficient code for that matter... If I had more C++ - skills, I would check that out, but probably I would rather mess it up. <_>

 

Yes it has become slower.

 

The lighting system is not optimal to say the least and we could use some adaptive programming.

 

However, it works so far, the performance hit is IMHO temporary.

 

I would like a more efficient function for checking LOS and wall blocking around lights and explosions, using adaptive programming as much as possible.

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