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HEAD 6-2-02 problems

by Sabrecyd · in Torque Game Engine · 06/21/2002 (5:28 am) · 4 replies

Hey guys,
I compiled the HEAD from 6-20-02 and there are a few problems with some files in the \engine\platformWin32 folder. One for sure is winCPUInfo.cc. It displays my CPU as a 0 Mhz machine (normally displays at about 1380). The other is one of the other files in this folder modified on 6-20-02. I'm not sure which one because I just replaced them all with older versions. What happens is the game runs in a super slow motion-like mode. Everything just crawls. When I replaced just the 6-20-02 modified files in this folder everything seemed fine.

-Sabrecyd

Edit: The title should be HEAD 6-20-02 problems, damn keyboard :)

#1
06/22/2002 (10:25 am)
What kind of CPU do you have?
#2
06/24/2002 (5:07 am)
AMD Athlon 1.4GHZ, 1024MB RAM. I haven't seen this happen in any other compiled version I've tried so far.
#3
06/24/2002 (5:27 pm)
The cpu detection code got hosed recently, should be fixed again soon.
#4
07/10/2002 (5:25 am)
Guys, I've found the problem file and section(s) of the file that seem to be causing the slowmo problem. The CPU info works fine now :) This is based on the HEAD 7-09-02 update.

The commented out section below found in the winWindow.cc file seems to be what's causing the problem. The uncommented lines are what I took from an older version to make this work. Plus I added back the two lines that are commented. Is there something that needs fixing here?

static U32 lastTimeTick; // added back in

static S32 run(S32 argc, const char **argv)
{
   createFontInit();
   windowSize.set(0,0);

   lastTimeTick = GetTickCount(); // added back in

   S32 ret = Game->main(argc, argv);
   createFontShutdown();
   return ret;
}

//void TimeManager::process()
//{
//   TimeEvent event;
//   event.elapsedTime = gTimer.getElapsedMS();

//   if(event.elapsedTime > 2)
//   {
//      gTimer.advance();
//      Game->postEvent(event);
//   }
//}

void TimeManager::process()
{
   U32 curTime = GetTickCount();
   TimeEvent event;
   event.elapsedTime = curTime - lastTimeTick;
   if(event.elapsedTime > 5)
   {
      lastTimeTick = curTime;
      Game->postEvent(event);
   }
}

-Sabrecyd