On Wed, 03 Aug 2005 22:04:36 +0200 Helge Hafting <[EMAIL PROTECTED]> wrote:
Hi. First of all, thank you for the problem report. > Package: cuyo > Version: 1.8.5-1 > Followup-For: Bug #208688 > > > Some levels, particularly the second level (embroidery) overloads my > 1800MHz opteron to such an extent that it is unplayable. I wasn't able to reproduce the problem. On my computer (and on some others), this level works without problems. (In fact, I had the problems you describe on some old and slow computers, but only with levels which do a lot of animation, like tennis.) Could you tell me exactly which of the levels are slow on your computer, so I can try to figure out what's the problem? (I'm especially wondering because indeed, embroidery is a level with very simple graphics.) What you also could do to help me finding the problem is: I attached a modified version of the level description file for embroidery. I'm suspecting the background picture of being the problem, so I commented it out. Could you try this modified level and tell me if the problem still persists? To do that, you simply can save the file somewhere. I assume you're calling it "embr.ld". Then type "cuyo embr.ld" and start the game. (When you start cuyo this way, embroidery will be the only available level.) Immi PS: Of course, the handling of high-load-situations in cuyo is awful, and it's somewhere on my to-do-list to improve this, but I don't have so much time for cuyo and anyway, I would like to rewrite the graphics part entirely. > > It uses way too much cpu for the very simple graphichs displayed - the simple > graphichs could be done by a 1990's (or even 1985) machine with no problems. > The game itself is _excellent_, but the graphichs programming is a bad joke. > > The level is playable in the beginning, although it uses an insane amount of > cpu for doing very little. It ruins itself just when the fun begins, that is, > when rows gets passed back and forth between players depending on success. > > Then the game uses so much cpu that it delays itself, and it does not process > keypresses at aÃll while the row is transferred and some time before and > after. > This gives the computer player a huge advantage - the human player can only > sit > and see his pieces fall slowly down with no control. Pressing keys have > no effect until much later. > > Because of this enormous delay in handling keypresses, the human seems to play > very bad - just letting the pieces fall in a heap in the middle. And so > the computer gets another row transferred, causing so much further delays that > another row gets transferred. And so on - until the game is lost. > > I have lost many a good game to this silliness. It gets much worse if the > machine is under a light load, such as a niced compile or another user > doing something. Zero load means the level sometimes is barely playable, > and sometimes not at all. Too bad for an otherwise nice game - > I really like cuyo. Only a few levels are like this, most levels > works fine! Please look into how the graphichs is done, this cannot be > that hard to fix. > > This is on amd64 - it is equally bad on i386. > > > -- System Information: > Debian Release: testing/unstable > APT prefers testing > APT policy: (500, 'testing') > Architecture: amd64 (x86_64) > Shell: /bin/sh linked to /bin/bash > Kernel: Linux 2.6.13-rc5 > Locale: LANG=no_NO.UTF-8, LC_CTYPE=no_NO.UTF-8 (charmap=UTF-8) > > Versions of packages cuyo depends on: > ii libc6 2.3.2.ds1-22 GNU C Library: Shared libraries > an > ii libgcc1 1:4.0.1-2 GCC support library > ii libqt3c102-mt 3:3.3.4-3 Qt GUI Library (Threaded runtime > v > ii libstdc++5 1:3.3.6-5 The GNU Standard C++ Library v3 > ii zlib1g 1:1.2.2-4 compression library - runtime > > cuyo recommends no packages. > > -- no debconf information > > -- -------------------------------------------------------------------------- Immanuel Halupczok www.karimmi.de www.croco-puzzle.com --------------------------------------------------------------------------
embr.ld
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