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Messages - Simon

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3136
Closed / 2.00 Open-source NL2
« on: September 02, 2015, 12:28:14 AM »
Final decision: Yes, it will be open-source. No, Git is not going to be used, or at least not in the near-future.

Brain dump from IRC:

<SimonN> I'm considering writing a post for namida, suggesting to do NL 2 development on github. I most likely won't build it myself though, but you never know
<Rubi12> er whats NL2
<SimonN> NeoLemmix 2, his rewrite
<Rubi12> oh
<SimonN> basically, opening the source is important for the odd user who likes to look at the source for fun, and may help with debugging if the co-users can look at the source
<SimonN> he might also attract people who send in patches, but that's not the main point with such a project
<SimonN> maybe someone wants to build themselves on Linux, but right now I don't think he's gonna support it
<SimonN> for Windows users, building from source isn't attractive; the same Windows binary built by the maintainer will run for everyone


I was happy to teach git to people on IRC in 2011, when Lix went to github. I'd still be happy to do that these days.

-- Simon

3137
Lix Main / Re: Version 2015-09-01 released
« on: September 01, 2015, 05:39:26 PM »
Excellent update! This is my first time seeing the new animations too. They're amazing! I love the purple swirly black hole imploder and the pogo stick digger and everything. The lix carefully planting her shovel and then carefreely swooping the dirt away is really cute. :lix-smile:

Happy happy happy, thanks!

Quote
I was surprised again by it defaulting to fullscreen. I feel Lix, being a free, 2d indie game not supported on steam, should be humble and default to windowed mode. People will be skeptical already downloading anything from asdfasdf.ethz.ch, and something that takes over the screen is quite scary.

I don't have a strong preference for fullscreen, and that's a reasonable argument to start windowed per default. The A4 version can toggle fullscreen during program run anyway.

Quote
fullscreen resolution in options should default to 0,0 with preserved aspect ratio.

Agree. It runs at less than 60 FPS for me with 0x0 and faster with 640x480, but most people won't experience such a slowdown.

Quote
the imploder animation doesn't work quite right in frameskip mode

Will examine.

Quote
Knockback exploder should be the default ploder in the editor. More mp maps will use ploders than sp, I think, and of the sp maps that do, many may use exploders instead of imploders, whereas few mp maps will use imploders over exploders.

I feel the same. This dialog needs some more attention anyway: The button for classical skills is much more prominent than the button for setting all skills; they should switch places.

Quote from: Rubix
We will have a real domain for it one day , when Lix runs A5 I would highly expect.

I've already rented a virtual private server. I want to install a webserver there in the next weeks, and eventually move the Lix site over. Registering a domain is around 10 dollars per year, that shouldn't be a problem.

-- Simon

3138
Lix Main / Version 2015-09-01 released (now: 2015-09-02)
« on: September 01, 2015, 03:11:39 PM »
Hi folks,

Lix version 2015-09-01 is out, and 2015-09-02 fixes a little, but urgent multiplayer bug (flickering button). There are no physics changes. Replays and netplay are compatible with 2015-08-09.

:lix: Download Lix.
:8(): View the changelist.
:8:()[: Report a bug.

Main points from the changelist:
  • Tileset: NaOH has released the forest tileset. It's an amazing piece of art. Thanks for pushing it it towards this release. Screenshot is below.
  • Levels: Rubix has released new singleplayer levels, and has fixed some older singleplayer levels.
  • Framestepping: You can go back and forth individual frames in singleplayer. Precise, convenient timing controls and instant error recovery are expected of a modern engine. NeoLemmix has offered framestepping for a long while already. Implementing it in Lix was overdue.
  • Several bugfixes.
Hotkey collisions: With the introduction of framestepping, there are three new mappable hotkeys. If you have any hotkeys on numbers 1, 2, 3, 4, 5, 6, please check the ingame hotkeys in the options menu for possible collisions.

Screenshot of the forest tileset:



Framestepping buttons in the new version:



Fast-forward (>>) and turbo-fast-forward (>>>) remain both available. They have two different hotkeys, but only one on-screen button. Left clicks trigger fast-forward, right clicks trigger turbo-fast-forward.

Framestepping buttons, both forward and backward, skip by 1 frame upon left click, and by 1 second upon right click. Each has 2 hotkeys. You can hold the left mouse button, or hotkey, to invoke the function continuously after half a second.

Likewise, left-clicking the spawn interval modifies it by 1 point, right-clicking it sets it to the extreme. Double left-clicks modify it by 2 points, as it should. If you hold the left button, the spawn interval will change faster after half a second.

-- Simon

3139
Lix Levels / Re: Lix 'Epic Adventure' (Puzzle Help/Discussion)
« on: September 01, 2015, 01:08:39 AM »
I'm preparing a Lix release right now.

No physics changes, but framestepping buttons. Several bugfixes, including what geoo reported: Last selected skill should be remembered even if player runs out of skills -> when loading savestate the skill will be selected again instead of no skill selected.

Rubix: If you don't object, I'm going include the archive in the post right above this one. Or are you working on it right now and would like me to wait until tomorrow?

Are you sure you want to tell your story in many one-line hints, instead of one multi-line hint? Lost/"Final Chapter"/1.txt is an example of where you use many hints, instead of one hint with all the text. doc/files.txt explains how you can add manual linebreaks in one long hint, by inserting <br>.

-- Simon

3140
Lix Levels / Re: Lix 'Epic Adventure' (Puzzle Help/Discussion)
« on: August 31, 2015, 01:59:16 PM »
Hint buttons are bugged in the current Lix release, yes.

I've got it fixed in my local code. I want to do a release once I have working framestepping buttons. Since we haven't agreed on how to fix the miner exactly, I'm considering a release without physics changes.

-- Simon

3141
Lix Levels / Re: Lix 'Epic Adventure' (Puzzle Help/Discussion)
« on: August 30, 2015, 09:53:06 PM »
It's great how you maintain this massive pack. I've earmarked the update for the next release!

-- Simon

3142
Lix Main / Re: D/A5 port: Windows binaries to test
« on: August 27, 2015, 12:20:59 PM »
Crash on the Vista-era laptop in level 2: The level has #SIZE_X 3200, and the crash is upon creating a VRAM bitmap, but getting a null pointer back from A5. It's possible that the gfx card's max VRAM bitmap size is 2048x2048. The card in my 9-year-old laptop can't make any VRAM bitmaps larger than 4096x4096 either.

Things like this are the reason why I've opted for the debugging build. It may run slower, but will dutifully log all the assertion failures and other things flying out of the main loop. Thanks for testing this!

The Clones developers are good hustlers when it comes to speeding up things. They use many 128x128 (IIRC) bitmaps instead of one large bitmap for the land. They have to draw on these pieces eventually with terrain-altering skills. I have to experiment how fast it is to blit this land at some time.

A5 should select either OpenGL or DirectX, yes. It probably defaults to DirectX on Windows, but I don't know much about the internals.

-- Simon

3143
Lix Main / Re: D/A5 port: Windows binaries to test
« on: August 26, 2015, 09:56:03 AM »
ccx: Thanks for the extensive feedback and log/profiling files.

Mouse not captured on reentry: I can reproduce this here. It's a general bug, seems be solvable with the correct Allegro calls. Issue tracking for the D port is on github, I've added it.

Mouse doesn't leave small rectangle: Will look into this.

Ichotolot's machine is a few years old, but was top-class when he bought it. He hits 60 FPS on the 3500 gadget map too, and I have the log/profile results.

I'll make a table from the various results at some time.

-- Simon

3144
Lix Main / Re: D/A5 port: Windows binaries to test
« on: August 25, 2015, 10:17:35 AM »
Hm... it'd appear that CPU affects this more than GPU does, then? Since as far as I can tell, Rubix has the superior CPU and got 60FPS, but I had the superior GPU

Very much possible. I wondered about this too when I read about your very recent graphics card. In the benchmark, the 4 levels are bogged down much more by debugging/profiling than the 6 graphics demos.

Next time we build on Windows, I can try to get you an extra release build of this exact version instead of a debug build.

-- Simon

3145
Closed / Re: 2.00 What features should be attached to hotkeys?
« on: August 25, 2015, 01:04:27 AM »
Point 1 (mouse buttons are keys for remapping): This is exciting, I have considered this myself at least for the right mouse button. Left mouse button is murky. In Neolemmix 1, it's already overloaded: assign, and one-frame-advance-while-paused, is both on LMB. I'd go for full mouse button inclusion in the remapping, let's see whether/when design problems come up along the way.

Point 2 (mutliple keys for same function): My experience has been bad with this. The GUIs where you could define multiple keys for a function were always confusing. It would never delete a binding when I wanted to, it would instead add another binding.

Point 2b (nobody has asked for this): It's good to allow for one key to trigger several functions. You can give out a warning, but you should not reject the choice.

Point 3 reminds me of Clones, where anything that wasn't like Lix felt strange. I don't want to answer this before sleeping over it, lest my answer become overly biased.

-- Simon

3146
Lix Main / Re: D/A5 port: Windows binaries to test
« on: August 25, 2015, 12:32:19 AM »
Rubix wins, he achieves 60 FPS on the 3,500 gadget map. ;-)

All this aside: I'm super happy that this build runs at all for everybody.

For many users, old Lix had issues even before the first level came up: It wouldn't start, it wouldn't go to fullscreen, the scaled 640x480 image would look crappy, the mouse wouldn't move properly.

Seeing how pouring the last 5 months into the D/A5 port hasn't gone to waste -- this is encouraging.

-- Simon

3147
Lix Main / Re: D/A5 port: Windows binaries to test
« on: August 24, 2015, 11:10:09 PM »
I updated my post to reflect accurately determining which GPU was in use, as well as testing with the other one. Interestingly, the low-power GPU actually performed better on the 3500 gadgets level, but didn't perform as well on the "demo" tests.

Yep, interesting results. geoo has made all the different demo tests, to see how they fare against my current drawing code.

Quote
I wouldn't call it a "serious" performance hit. 30 FPS is surely adequate for Lix?

This is tricky to answer. It's mostly human perception. The physics run at 15 FPS, so fixing the framerate at 30 FPS would be enough. All that would mean is 16 ms of input lag and a slightly stiffer mouse cursor movement.

If the framerate is wobbling up and down, that might lead to noticeable skips in the physics, even though the physics speed is the same.

Right now, I want to see whether I can reap some low-hanging fruit to boost the graphics performance. If there is nothing much to improve, 30 FPS wobbling up and down is still playable, you're right.

Quote from: ccexplore
I wonder if it'll be good to have an analogous C++ baseline benchmark program to compare against on the same computer?  Though I realize it may be more work than it's worth.

Currently, there are 3 brakes in the released Windows executable:
  • It's a debugging build. It's got name symbols, contract checks, and asserts compiled in. Those are straightforward to remove with a different build command.
  • It's also compiled with the reference compiler DMD, not with GDC, which is the compiler using the powerful and well-optimized GCC backend. Allegedly, on CPU-heavy programs, GDC produces binaries that run up to 30 % faster. The Allegro D bindings errored out when using GDC, but I can try to iron out the problems in the bindings myself some time.
  • It's got the profiling code in (what writes to profile.txt). This is not zero-cost. I have profiling even in some inner loops. I could take that out of the inner loops, and only profile the outermost loop; or I could take it out entirely and log only the framerate (log.txt)
Removing brakes 1 and 3 (debugging and profiling), I get a 30 % speedup (10 FPS -> 13 FPS) in framerate on the 3,500 gadget map. On the other hand, I get much lower benefits in geoo's graphics testing, 24 FPS -> 25 FPS in demo mode 4.

We have opted to leave in all the brakes in this first test build, to get the most detailed data. It's possible that brakes 1 and 3 (debugging and profiling) amount to different speedups for other people; that would be left for another test.

-- Simon

3148
Lix Main / Re: D/A5 port: Windows binaries to test
« on: August 24, 2015, 10:30:55 PM »
First thought - all those DLL files in the main directory are a mess.

We don't even know which of the DLLs are necessary. :-) This is our first try shipping Windows binaries.

Cleaning this up is on the radar.

Quote
During the test, typing UTF8 characters did not work - although I had Korean IME activated, it still took normal ASCII input. (eg. if I pushed the F key, it typed F, whereas if it was taking this input correctly, it should instead type ㄹ).

Noted.

Quote
The sound test worked perfectly fine; it played without delay. Scrolling in the levels also worked fine.

Perfect, thanks for mentioning.

Quote
Whenever it loaded something new, it appeared to freeze for about a second before displaying the new content and continuing to work.

It's rendering the level. It's also fetching tiles from disk, but that shouldn't take too long. Everything is kept VRAM now. Blitting is fast, but load times can be noticeably longer now. I'll have to see how to deal with them.

Quote
I notice that as well as the main game window, a blank console-type window with a flashing _ mark also appears when running Lix. The title bar of it is just the full path of the Lix EXE.

Noted. The extra console can be suppressed with a linker setting, will see how to get that done with the build system here.

Quote
Log files attached.
System
OS: Windows 10 Home
CPU: AMD A10-5745M Quad-Core 2.1GHz
RAM: 12GB
GPU: Radeon HD 8610G *
Hardware age: Not very old; about 4 - 5 months I think?

Thanks. So you get full FPS on the map with 200 gadgets, and take a serious performance hit with 3500 gadgets. On my 9-year-old hardware, the 3500 gadgets run at 10 FPS.

The networking game should run with that many sprites, so there's some work to do here.

Quote
Also attached is a screenshot of some weird behaviour if I moved the mouse outside the level area in the benchmark test; as well as these extra cursors appearing, they also flickered.

This is expected. It's the space for the panel, I never draw there yet.

Thanks for the extensive report!

-- Simon

3149
Lix Main / D/A5 port: Windows binaries to test
« on: August 24, 2015, 09:42:39 PM »
Update March 2016: Try D-Lix 0.2.x with singleplayer largely done, and the editor in development.

The topic here is outdated.



Hi folks,

I would like to know how well the Lix D port runs on your machines.
  • Windows users: download this zip archive. This is not an update of the stable Lix release; it's completely independent. Extract to a new directory.
  • Linux users: If you feel adventurous, you can look at the github repo and build yourself. There are instructions in doc/build/linux.txt. The instructions aren't 100 % complete necessarily, find me on IRC (irc.quakenet.org #lix).
How you can test:
  • Start the game.
  • In the main menu, click the big fat button "Benchmark! Takes 2 minutes to run."
  • A couple of levels will be displayed, and some expensive graphics rendering will be tried. Something new happens every 10 seconds automatically. You can scroll around the level if you like.
  • When you're back in the main menu, exit the game.
  • Send/post the following 2 files: data/log.txt and data/profile.txt.
  • Give some rough information about your computer: What's your operating system? Average age of your hardware? Screen resolution? In case you know it: what's your CPU and graphics card?
And that's it. :-)

If you had weird mouse behavior in the old Lix, maybe that has become better already in the D port.

Skippable background:

In February 2015, I have started a fundamental rewrite of Lix in the D Programming Language, using the newer library Allegro 5 instead of the 15-year-old Allegro 4.4. When geoo was visiting me a week ago, we got the D port to compile on his Windows machine. The choice of D over C++ aims at long-term productivity and convenience, without sacrificing efficiency.

The library upgrade is more important. I have great aspirations for the port. With Allegro 4.4, many different people have had issuses: Lix didn't run at all, it didn't display properly on their monitor, or the mouse behaved weirdly. I want the game to run fine for these users.

Finishing the port will take at least 6 more months. Depending my reallife work, expect it in 1 or 2 years. I will continue to maintain the C++/A4 version until then.

-- Simon

3150
Closed / Re: 2.00 Screen resolution for NeoLemmix V2.00n
« on: August 22, 2015, 10:31:10 PM »
I'll also mention - since no one seems to be objecting to the idea of not supporting 320x200 display (low-res would still be supported, but only at a minimum of 2x zoom), am I safe to assume no one has a problem with this? It'll greatly simplify handling of the skill panel this way.

If someone can't display at least 640x400, chances are they can't run your 32-bit binaries in the first place. ;-) Tablets have a larger resolution.

-- Simon

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