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Re: new pathing rapes CPU, produces unplayably laggy games
Posted: 25 Jan 2011, 23:34
by rene7705
oksnoop2 wrote:Just chiming in to clarify that rai does not work well enough to "test" pathing in ct. Nothing of real value to add outside of that minor note.
hm, ok, could be.
i've seen it climb the techtree in zero-k, tech-anni and ba just fine.. produces many units and factories too, scouts and attacks..
Re: new pathing rapes CPU, produces unplayably laggy games
Posted: 25 Jan 2011, 23:54
by Forboding Angel
Oh so it works for *A (+ clones) so therefore it works for everything.
./slap
Re: new pathing rapes CPU, produces unplayably laggy games
Posted: 25 Jan 2011, 23:59
by rene7705
Forboding Angel wrote:Oh so it works for *A (+ clones) so therefore it works for everything.
./slap
even if it doesn't support all mods, RAI would certainly help to find crippling bugs in core pathing routines, eh...
Re: new pathing rapes CPU, produces unplayably laggy games
Posted: 26 Jan 2011, 00:02
by Forboding Angel
Sigh, it's not worth the time spent explaining anything to you because based upon your past responses, you wouldn't understand anyway.
Re: new pathing rapes CPU, produces unplayably laggy games
Posted: 26 Jan 2011, 00:02
by FLOZi
rene7705 wrote:
And after 11 days since this crippling issue got reported to mantis, i had hoped it would've at least got confirmed and assigned to someone by the core developers.
You know, the build that kloot asked you to test? It has a fix to the problem!
https://github.com/spring/spring/commit ... 300b180f28
As for testing; you have no way of knowing how much, or otherwise, testing kloot has done. All he did was ask for further testing by a range of people interested in seeing a resolution to the problem.
I suggest you learn a little respect, then maybe you will get your warning 'withdrawn'.
Re: new pathing rapes CPU, produces unplayably laggy games
Posted: 26 Jan 2011, 00:05
by Cheesecan
Unit testing can only detect so much. Usually you would complement unit testing by doing dynamic user tests based on use cases(playing the game in different ways). If you don't want to be a tester indirectly, spring is probably not for you.
Re: new pathing rapes CPU, produces unplayably laggy games
Posted: 26 Jan 2011, 00:14
by rene7705
FLOZi wrote:rene7705 wrote:
And after 11 days since this crippling issue got reported to mantis, i had hoped it would've at least got confirmed and assigned to someone by the core developers.
You know, the build that kloot asked you to test? It has a fix to the problem!
https://github.com/spring/spring/commit ... 300b180f28
Cool! :)
It would be nice if you also shared _how_ to run this exe for a singleplayer and online game...
As for testing; you have no way of knowing how much, or otherwise, testing kloot has done. All he did was ask for further testing by a range of people interested in seeing a resolution to the problem.
He didn't "ask", he ordered people around.
And if any of the (core) developers had done testing, why did they not share their results in mantis or here?
I suggest you learn a little respect, then maybe you will get your warning 'withdrawn'.
I respect quality work, even more so when it's delivered quickly.
Unfounded insults and intimidation, i don't have so much respect for.
Re: new pathing rapes CPU, produces unplayably laggy games
Posted: 26 Jan 2011, 00:18
by rene7705
Cheesecan wrote:Unit testing can only detect so much. Usually you would complement unit testing by doing dynamic user tests based on use cases(playing the game in different ways). If you don't want to be a tester indirectly, spring is probably not for you.
I'm a developer myself, but not in C++, one who can take (even badly worded) criticism better than (some of) the spring developers.
And i'm no fan of unit testing, it adds a lot of work the development cycle, much like premature documenting does.
I'm merely asking/telling the spring developers to test their changes themselves with RAI and BA/TA when changing something in the core code, and thus before forcing a potentially crippling change upon the entire end-user community.
Contrary to fullfledged unit-testing, it would be trivially simple for them, really.
All they have to do is start it up, and check every 15 or 30 minutes for things like CPU rape, crashes/freezes.
Re: new pathing rapes CPU, produces unplayably laggy games
Posted: 26 Jan 2011, 00:39
by rene7705
Forboding Angel wrote:
Sigh, it's not worth the time spent explaining anything to you because based upon your past responses, you wouldn't understand anyway.
Fine, if you don't want to discuss the actual issue with logic and facts, but resort to light personal attacks instead, then we won't talk about the issue.
It took some effort on my part not to describe what i think of your attitude, but you'd probably be insulted by it and cry for the moderators via the report-post button.
I just hope not all the developers and mods here share your wonderful attitude.
1 week ban given for failure to abide by forum rules, for failing to read information posted by others in the thread and for continued harassment of engine developers.
Re: new pathing rapes CPU, produces unplayably laggy games
Posted: 26 Jan 2011, 01:00
by Beherith
And this, ladies and gentleman, is how we don't report a bug.