Closed Cernelius closed 6 years ago
1.9.0.0.10874 works like a charm for me if I load it at zoom 100. I like better the behaviour of loading the whole map at start anyways, rather than waiting for drawing the tiles until you go there (it looks more refined if you don't have to see the tile loading after you have started, while scrolling around, but not a big deal).
However, I still have the issues I've detailed in my video when loading at zoom 10.
10898 runs fine for me. (I never use the zoom feature, though.) Thank you @RoiEXLab
I just tried out version 1.9.0.0.10904 and it does not run very well. I always use all standard TripleA settings and I never change anything. Here is a video of how horrible it runs on my PC. It seems that the problem with tiles has not been solved for me at least: https://www.dropbox.com/s/17s66mfb4r5mr4w/TripleA_1.9.0.0.10904.mp4?dl=0 LINK UPDATED
@FrostionAAA Aaaaaaaahhhhhhhhhh I hate it 😩 (btw. The link you provided is broken)
@FrostionAAA The behaviour you are having appears to be exactly the same as before the tiles were fully loaded after starting. Very strange that for you it still looks like they load progressively, getting stuck.
Another main regression: the blends don't work anymore.
Another main regression: the blends don't work anymore.
@Cernelius Thanks for reporting this regression. I created a new issue for it in #3707.
As a temporary workaround, you can check the Show Map Blends menu item and either leave or exit the game. When you return to the game, the map blends will be drawn. (Similarly, if you want to turn the blends off, you need to uncheck the menu item, leave/exit the game, and return.)
Btw. I won't be able to work on this issue during the next 3 weeks, so unless someone else wants to pick this up and dive into the **** rendering code this issue will be paused until then.
@RoiEXLab In that case, I think we need to go with full revert or close to full revert of the tile code changes. Do you have a bit of time to do the revert or should someone else look to jump in?
@ron-murhammer Not really the time for this. However I'd appreciate if the person reverting this could try to keep the smaller refactoring changes like var Renaming and typo fixing that are clearly unrelated to this issue. Also it would be nice if the priority heap structure for individual tile rendering could be kept, I'm 99% confident this isn't causing the issue.
@ron-murhammer The behaviour that @FrostionAAA is having I have it too, but only on the iron_war map (he was using). Even increasing the RAM to 4 GB doesn't solve it, so it shouldn't be related to that. I've tested tens of other maps, and they all work fine; loading very fast.
I strongly suggest everyone at this issue try to load "Iron War", at zoom 100, see if it works. That might be the best test map for this issue. I'm curious what is making that map drawing so slow.
Be aware that Iron War needs pre-release to run. Thats why it is currently downloadable in the experimental section.
Be aware that Iron War needs pre-release to run. Thats why it is currently downloadable in the experimental section.
@ron-murhammer @DanVanAtta I recall there was a "Development" section, in the past. Just it didn't figure in download list, for having no maps in it. Has that section been removed?
@FrostionAAA If you want to make a list of all the maps that don't load fast for you, I can test them too. So far, only Iron War gave me issues, but I haven't tested most of the maps in download list.
@DanVanAtta @ssoloff Either of you interested in taking a stab at reverting these changes? If not I'll try to find some time this weekend as this is the main release blocker.
@ron-murhammer I will have an extended block of time this weekend to try it. However, because I can't reproduce the problem on my dev box, I would have to go with my original suggestion above: namely, do as much of a full revert as possible. From that point, the good refactorings @RoiEXLab noted above would be applied incrementally in follow-up PRs (verifying at each stage this issue has not been reintroduced).
If that's not an acceptable plan, then I can move to the back of the line. :smile:
@ssoloff Yeah, that was pretty much what I was thinking of doing as well. So please go ahead and give it a go.
@FrostionAAA Myself, I cannot affirm this being a regression anymore, as I cannot test that map with the current release, and iron_war is the only one so far that it is giving me that problem, still. I would need to revert it back to be compatible with the stable. Do you have another map that gives you the same issues as iron_war, so I can simply go for that, instead, if I need to confirm here, or is it so for any maps for you?
Could someone who has experienced this issue please try build 1.9.0.0.10506? I want to make sure I have the correct reference point, and I believe that is the last good build before this issue was introduced.
I don’t have all new “work in progress” maps installed, so I cannot test out all maps that might be affected by this issue. But I have gone through the maps that I got installed.
It seems like it is primarily the maps Iron War that shows the problem. Maybe because Iron War is a very large map with a lot of units and graphic. (map.width=12001 map.height=5239)
Iron War Europe also shows the issue, making it unplayable.
Age of Tribes can also sometimes not load the entire map at first, especially the tiles around the map border, but it is loaded eventually after a couple of players have had their turn. (map.width=4430 map.height=2890)
Just updated java to Version 8 Update 181. No change. Installed TripleA v1.9.0.0.11056. No change.
@ssoloff 1.9.0.0.10506 works on my system at least. All tiles load. I can’t say how smooth they load or how smooth the graphics are when panning aournd the minimap, but they are there and a map like Iron War is playable.
I confirm Iron War: Europe is seriously lagging in drawing for me too; tho that map cannot be played with the stable, so it's the same deal as Iron War.
On the other hand, Age of Tribes gives me some lag too, mostly in the upper-right portion of it. On that one I can confirm there is no major lag in the stable; so it's a regression.
I find really strange that a relatively small map like Age of Tribes has serious drawing issues, while Total World War and World At War draw fine, and very fast, for me. I really cannot understand why Age of Tribes should possibly be harder to load than Total World War, but this seems to be the case, for whatever reasons.
Could it have something to do with how many colors/bit the original picture is made up of? Or how much transparency? The size in MB that must be loaded? Like if Iron War has many MB of tiles and Total World War is smaller in bytes?
NOTE: Because the "fix" is a revert, many of the new features/optimizations you've seen in the past month are no longer present. We're simply trying to get the map drawing back to a working state. The new features/optimizations will most likely be re-added in the future.
Bumping to see if anyone who has experienced this issue has had a chance to test this build.
@ssoloff Although I noticed some improvement with version 10898, your build 2287 appears to be even faster on my system, when drawing the tiles.
@panther2 Thanks for testing! My build 2287 is basically the same as the current stable (9687) in terms of tile rendering, so I'm not sure what to make of your observation. :man_shrugging:
@ssoloff Well, I experienced the discussed issue with 10784. 10898 was an improvement (which I considered to be a good compromise between speed and new features) - and your "new" (old) implementation is as fast as I was used to before the changes were implemented.
@ssoloff 1.9.0.0.2287 ("this build") seems to run Iron War fine, and loads all tiles. There is still a tiny load delay if I after map start go directly to the top right corner of the map via the mini-map. Here I can see the tiles loading one by one, going from white background to a tile covered background. But I think 1-2 second load delay has always been there. It is a shame if this also reverts all other nice changes that has been made for some time :-(
@FrostionAAA Thanks for testing! The intention is to try to re-add those other improvements once #3725 is merged.
Intel Core i5, 7th generation. 8 GB RAM. Windows 10. TripleA 1.9.0.0.10535 installed on SSD (TripleA.vmoptions: -Xmx2G -Xms2G). world_at_war-master.zip on HDD.
File Video (thanks to @RoiEXLab for uploading it on the RoiEX channel): https://youtu.be/PpgGGC3d5ks
00:25. I try to change the zoom from 10 to 100, but it doesn't work (eventually, I zoom using the mouse wheel, instead). 01:06. Since the borders are drawn medium when loading under 100 zoom (due to this issue: https://github.com/triplea-game/triplea/issues/3525), I try to change to low, partially failing, and getting an error. 01:59. I start the game at 100 zoom, but the map is not readily drawn in all cases outside the starting view. 02:35. I set the zoom at 10, to have all the map on view, but it will take until 10:51 to complete drawing (so more than 8 minutes to fully draw the map). 11:38. I move some units to attack some territory, but they are not redrawn in the target territory (I believe this happened only after the changes eliminating the flickering issues when moving units).