UFO:Alien Invasion
Archive => Bugs prior to release 2.3 => Topic started by: ChemBro on April 21, 2010, 02:07:55 pm
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Map "maps/city/citybldl_4x4_2a.map" takes really long to compile (actually, I stopped it before it could finish). The part with "Lighting" takes about 30 min in "FACELIGHTS" from 0 to a 2. Other maps compiled in this section in 30 seconds.
Any advise on that one?
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Wait some hours.
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Kildor, charming as ever. ;D
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Kildor is right:
http://ufoai.ninex.info/forum/index.php?topic=4678.0 (http://ufoai.ninex.info/forum/index.php?topic=4678.0)
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Yeah, well, for a "part-time" tester, this is not the answer I was looking for. Oh well... *compiles*
Though I don't think, this is "tester friendly".
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Thx for confirming my point of view ;)
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Just for the record:
That map takes nearly 2.5 hours to compile on my i7 :(
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Just downloaded latest svn and it is taking more than 2 hours to compile the maps. This is on an i7...
And Duke, you just said it took 2 hours to compile one map...
What sort of time frame am i looking at for all the maps?
(It started going slow around japan/ja_main)
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nvm... it just finished
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all maps done
complete ufo2map time: 03:00:50
AMD K8 2x2GHZ
using optimized ufo2map (make_UfoAI_win32)
by hand ....
speed up ufo2map.exe over 100% (gcc optimization) (http://ufoai.ninex.info/forum/index.php?topic=3604.0)
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Just for the record:
That map takes nearly 2.5 hours to compile on my i7 :(
Umpf... actually it was 3.5 hours, but I used the debug version of ufo2map, doh !
With the release verion it's 'only' 40 minutes.
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Umpf... actually it was 3.5 hours, but I used the debug version of ufo2map, doh !
With the release verion it's 'only' 40 minutes.
Is it possible to divide debug and release version for the game and ufo2map?
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Is it possible to divide debug and release version for the game and ufo2map?
Yes, and that's already the case.
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Is there a way to let my video card compile these two maps? My dualcore compiles over 6 hours... Or can I exclude these two maps? 6 hours compiling this stuff is 6 hours more I have to wait, until I can begin this savegame-testing...
It's very frustrating.
EDIT: Sorry, it's one map (but two lengthy compile processes day/night).
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You could rename them to sth like *.ma2, but they will come back with every svn update.
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Is there a way to let my video card compile these two maps? My dualcore compiles over 6 hours... Or can I exclude these two maps? 6 hours compiling this stuff is 6 hours more I have to wait, until I can begin this savegame-testing...
It's very frustrating.
EDIT: Sorry, it's one map (but two lengthy compile processes day/night).
Leave the computer on for the night to compile them. That's what I did and it took nearly six hours to get done, but the good thing is you only need to do it once, because the first time it does all the maps.
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Leave the computer on for the night to compile them. That's what I did and it took nearly six hours to get done, but the good thing is you only need to do it once, because the first time it does all the maps.
First: The computer is in the same room I'm sleeping and I don't like it, when it's on (while I'm sleeping).
Second: It's already the second time I had to do this (the first time I had to compile it in 4 hours). And it won't be the last time.
So the I guess, I have to rename it.
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You can speed up the compilation time a lot by using the -quant parameter. If you pass -quant 6, the lightmap will be scaled down, which means you get a lot faster lightmap generation.
In comparison, the map took me 1 hour 16 minutes to compile normally. With -quant 6, the map only took about 11 minutes. Considerable gain.
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My computer must suck because it takes me 1.5 days to compile
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My computer must suck because it takes me 1.5 days to compile
:o
In that case you may want to try the map-downloading script to stay up-to-date.
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lol dl link please?
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It's actually a python script, something you click on if you have python installed, the script is under "contrib" folder IIRC although I've never used it myself.
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Not all maps there are up2date!
~100 are outdated
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Oh well in can wait that long for the whole game to compile
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You can speed up the compilation time a lot by using the -quant parameter. If you pass -quant 6, the lightmap will be scaled down, which means you get a lot faster lightmap generation.
And how do I do that? "make maps -quant 6" doesn't work.
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You can edit build/maps.mk, add -quant 6 to UFO2MAPFLAGS.
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You can edit build/maps.mk, add -quant 6 to UFO2MAPFLAGS.
Thanks. I saw in that specific file (build/maps.mk), that "make maps-fast" should do the same, shouldn't it? The only problem here is, that I don't get a "progress feedback" like this 0..1..2..3.. and so on. There is only the text "[compile] maps/city/citybldl_4x4_2a.map".
Is this normal or is this an untested feature or is it better to edit "build/maps.mk"? I'll wait an hour and kill it, if it's not ready.
EDIT: Nevermind. It already finished it. Well, that was fast.
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Thanks. I saw in that specific file (build/maps.mk), that "make maps-fast" should do the same, shouldn't it? The only problem here is, that I don't get a "progress feedback" like this 0..1..2..3.. and so on. There is only the text "[compile] maps/city/citybldl_4x4_2a.map".
Is this normal or is this an untested feature or is it better to edit "build/maps.mk"? I'll wait an hour and kill it, if it's not ready.
It's about verbosity levels ( -v switch of ufo2map IIRC )
-geever