Does anybody know of a way to profile the server and client dlls? Ive tried both vTune and MS's profilers, but neither work without the ability to compile the hl engine in profile, so I have the files (for which I cant remember the name of at the moment) to allow the profile to even run.
I really need to profile these dlls to find the major choke points so I can speed everything up a lot more, but I can't seem to figure out a way to do so. Has anybody (who doesn't have access to the engine of course) been able to successfully profile these dlls recently? I've noticed some major slow down with my particle engine (which runs like a hot knife through butter on its own, and in the quake engine itself when I was playing with a quake derivative engine a couple months ago) but it seems to just choke inside the client dll. (and I'm not using tri-api for it either, opengl mode is actually using straight opengl, software/d3d use standard hl efx api effects, to retain speed, and give opengl the extra boost of quality) There are other anomalies too, on the server that I wish to rectify. If anyone can give any assistance on this matter, I'll be kissing your feet =) (well, maybe I'll get someone else to kiss your feet, but someone will =D ) -omega Blackened Interactive - http://blackened-interactive.com Front Line Force - http://www.flfmod.com _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

