UFO:Alien Invasion

Archive => Bugs prior to release 2.3 => Topic started by: ChemBro on April 21, 2010, 02:07:55 pm

Title: problem with compiling maps (r29501)
Post by: ChemBro on April 21, 2010, 02:07:55 pm
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?
Title: Re: problem with compiling maps (r29501)
Post by: Kildor on April 21, 2010, 02:33:19 pm
Wait some hours.
Title: Re: problem with compiling maps (r29501)
Post by: Borsti67 on April 21, 2010, 08:32:18 pm
Kildor, charming as ever. ;D
Title: Re: problem with compiling maps (r29501)
Post by: Duke on April 21, 2010, 09:40:34 pm
Kildor is right:
http://ufoai.ninex.info/forum/index.php?topic=4678.0 (http://ufoai.ninex.info/forum/index.php?topic=4678.0)
Title: Re: problem with compiling maps (r29501)
Post by: ChemBro on April 21, 2010, 11:32:57 pm
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".
Title: Re: problem with compiling maps (r29501)
Post by: Duke on April 21, 2010, 11:57:52 pm
Thx for confirming my point of view ;)
Title: Re: problem with compiling maps (r29501)
Post by: Duke on April 23, 2010, 12:29:44 am
Just for the record:
That map takes nearly 2.5 hours to compile on my i7 :(
Title: Re: problem with compiling maps (r29501)
Post by: Mechatronix on April 23, 2010, 03:43:48 am
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)
Title: Re: problem with compiling maps (r29501)
Post by: Mechatronix on April 23, 2010, 03:48:16 am
nvm... it just finished
Title: Re: problem with compiling maps (r29501)
Post by: Muton on April 23, 2010, 09:31:52 am
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)

Title: Re: problem with compiling maps (r29501)
Post by: Duke on April 23, 2010, 09:49:34 pm
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.
Title: Re: problem with compiling maps (r29501)
Post by: O01eg on April 24, 2010, 05:06:34 pm
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?
Title: Re: problem with compiling maps (r29501)
Post by: Duke on April 24, 2010, 08:52:20 pm
Is it possible to divide debug and release version for the game and ufo2map?
Yes, and that's already the case.
Title: Re: problem with compiling maps (r29501)
Post by: ChemBro on April 30, 2010, 11:32:04 pm
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).
Title: Re: problem with compiling maps (r29501)
Post by: Duke on April 30, 2010, 11:52:05 pm
You could rename them to sth like *.ma2, but they will come back with every svn update.
Title: Re: problem with compiling maps (r29501)
Post by: Edi on April 30, 2010, 11:53:10 pm
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.
Title: Re: problem with compiling maps (r29501)
Post by: ChemBro on May 01, 2010, 12:55:02 pm
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.
Title: Re: problem with compiling maps (r29501)
Post by: BTAxis on May 01, 2010, 01:18:20 pm
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.
Title: Re: problem with compiling maps (r29501)
Post by: Legendman3 on May 02, 2010, 02:24:04 am
My computer must suck because it takes me 1.5 days to compile
Title: Re: problem with compiling maps (r29501)
Post by: Destructavator on May 02, 2010, 02:27:25 am
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.
Title: Re: problem with compiling maps (r29501)
Post by: Legendman3 on May 02, 2010, 03:28:32 am
lol dl link please?
Title: Re: problem with compiling maps (r29501)
Post by: Destructavator on May 02, 2010, 04:21:26 am
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.
Title: Re: problem with compiling maps (r29501)
Post by: Muton on May 02, 2010, 08:01:18 am
Not all maps there are up2date!
~100 are outdated
Title: Re: problem with compiling maps (r29501)
Post by: Legendman3 on May 02, 2010, 01:44:13 pm
Oh well in can wait that long for the whole game to compile
Title: Re: problem with compiling maps (r29501)
Post by: ChemBro on May 04, 2010, 12:06:15 pm
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.
Title: Re: problem with compiling maps (r29501)
Post by: BTAxis on May 04, 2010, 12:15:44 pm
You can edit build/maps.mk, add -quant 6 to UFO2MAPFLAGS.
Title: Re: problem with compiling maps (r29501)
Post by: ChemBro on May 04, 2010, 03:19:05 pm
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.
Title: Re: problem with compiling maps (r29501)
Post by: geever on May 06, 2010, 10:59:13 am
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