UFO:Alien Invasion
Development => Mapping => Topic started by: keybounce on March 29, 2009, 11:47:27 pm
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In build 23783, it takes almost 2 hours for this map
./ufo2map -nice 19 -extra -t 1 maps/./alienb/a_hangar.map
nice = 19
extrasamples = true
threads: #1
---- ufo2map 1.2.4 ----
path: 'maps/./alienb/a_hangar.map'
---- filesystem initialization -----
Adding game dir: /usr/local/lib/ufoai/base
Adding game dir: /usr/local/share/ufoai/base
Adding game dir: /Users/michael/.ufoai/2.3-dev/base
Adding game dir: ./base
using ./base for writing
...map: 'maps/./alienb/a_hangar.map'
...bsp: 'maps/./alienb/a_hangar.bsp'
entering maps/./alienb/a_hangar.map
LEVEL: 0...1...2...3...4...5...6...7...8...9... (time: 2s, #: 258)
UNITCHECK: 0...1...2...3...4...5...6...7...8...9... (time: 11s, #: 131072)
CONNCHECK: 0...1...2...3...4...5...6...7...8...9... (time: 122s, #: 524288)
Writing maps/./alienb/a_hangar.bsp
137 seconds elapsed
----- Lighting ----
124 direct lights for night lightmap
FACELIGHTS: 0...1...2...3...4...5...6...7...8...9... (time: 3354s, #: 1935)
FINALLIGHT: 0...1...2...3...4...5...6...7...8...9... (time: 2s, #: 1935)
3357 seconds elapsed
124 direct lights for day lightmap
FACELIGHTS: 0...1...2...3...4...5...6...7...8...9... (time: 3519s, #: 1935)
FINALLIGHT: 0...1...2...3...4...5...6...7...8...9... (time: 3s, #: 1935)
3522 seconds elapsed
writing maps/./alienb/a_hangar.bsp
sum: 7016 seconds elapsed - 1e+01 MB (10072404 bytes)
Can this map be simplified a bit?
1.42 G4 Mac 10.5.6
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The compilation time is related to the recent changes in the tracing and routing code. It's not the map's fault.
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Recently (days) I had 46 minutes compilation time on the same map with my AthlonXP 2000+ (1667Mhz) on Linux. I'm sure it isn't normal. I mentioned this to Duke he thought the problem is on my side ofc. :( Here is the proof he was wrong...
-geever
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@geever:
Sorry for suspecting your system :(
Back then I didn't know that certain maps take *very* long for the lighting (ie. 'FACELIGHTS')
The routing/pathfinding code ends after the 'CONNCHECK' pass (which doesn't take toooo long here).
Lighting stuff is Mattn's business afaik.
Could you plz come up with a log of the same map-compile with current trunk code ? (ie. how long does it take *now* ?)
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which reminds me - i still can't use the stairs in this map (though i haven't recompiled in the last days) - would be nice if you could test that please.
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@geever:
Could you plz come up with a log of the same map-compile with current trunk code ? (ie. how long does it take *now* ?)
Yeah, true, lighting takes much time but that's using traces no?
H*lly sh*t it's even worse now 70.5 mins...
$ time ./ufo2map -extra maps/alienb/a _hangar.map
extrasamples = true
---- ufo2map 1.2.4 ----
path: 'maps/alienb/a_hangar.map'
---- filesystem initialization -----
Adding game dir: /usr/local/lib/ufoai/base
Adding game dir: /usr/local/share/ufoai/base
Adding game dir: /home/geever/.ufoai/2.3-dev/base
Adding game dir: ./base
using ./base for writing
...map: 'maps/alienb/a_hangar.map'
...bsp: 'maps/alienb/a_hangar.bsp'
entering maps/alienb/a_hangar.map
Generated footstep file with 1 entries
LEVEL: 0...1...2...3...4...5...6...7...8...9... (time: 1s, #: 258)
UNITCHECK: 0...1...2...3...4...5...6...7...8...9... (time: 5s, #: 131072)
CONNCHECK: 0...1...2...3...4...5...6...7...8...9... (time: 11s, #: 262144)
Writing maps/alienb/a_hangar.bsp
19 seconds elapsed
----- Lighting ----
132 direct lights for night lightmap
FACELIGHTS: 0...1...2...3...4...5...6...7...8...9... (time: 2183s, #: 2417)
FINALLIGHT: 0...1...2...3...4...5...6...7...8...9... (time: 1s, #: 2417)
2185 seconds elapsed
132 direct lights for day lightmap
FACELIGHTS: 0...1...2...3...4...5...6...7...8...9... (time: 2025s, #: 2417)
FINALLIGHT: 0...1...2...3...4...5...6...7...8...9... (time: 1s, #: 2417)
2027 seconds elapsed
writing maps/alienb/a_hangar.bsp
sum: 4231 seconds elapsed - 1e+01 MB (10683928 bytes)
real 70m30.760s
user 43m49.924s
sys 0m9.601s
-geever
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Yeah, true, lighting takes much time but that's using traces no?
yes - indeed - and the lightmap code hasn't changed much recently. but even if the compile time is long, it's more important to get (oe keep) the tracing in-game at a reasonable speed. but i suppose that some lightmap related tracing is broken anyway - see e.g. the bunker map - the lightmap on the lower level is totally b0rked.