[Wesnoth-bugs] [bug #25299] UTBS/Performance: unit movement over shroud is laggy

2016-11-15 Thread Severin Glöckner
Follow-up Comment #5, bug #25299 (project wesnoth):

I did build wesnoth again with your last commits.

Then it works. Only when the Hexagon is active it's bad.
And hexagon + alternative terrain drawing works quite good, but it's not the
same "good" like if all is disabled.

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[Wesnoth-bugs] [bug #25299] UTBS/Performance: unit movement over shroud is laggy

2016-11-15 Thread Daniel
Follow-up Comment #4, bug #25299 (project wesnoth):

> Without minimap terrain drawing it's as bad as with. 

Hm and when youd deactivate all the minimaostuff (to that all the minmap
buttons (except zoom) are 'blue')

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[Wesnoth-bugs] [bug #25299] UTBS/Performance: unit movement over shroud is laggy

2016-11-14 Thread Severin Glöckner
Follow-up Comment #3, bug #25299 (project wesnoth):

That's it, on 100x100 it's really bad.

Without minimap terrain drawing it's as bad as with.

I also noticed that campaigns take longer to load - there's a ~2 sec delay
before the characters talking starts and the scenario prologue takes as well a
bit longer.
(in difference to before I compare with 1.12, not 1.13.4)

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[Wesnoth-bugs] [bug #25299] UTBS/Performance: unit movement over shroud is laggy

2016-11-14 Thread Daniel
Follow-up Comment #2, bug #25299 (project wesnoth):

> When I used the random map generator in 1.13.6+dev and enabled shroud, there
weren't delays. 


This coudl be becasue your map was too small to reproduce try with a max size
(100x100) map in the stardard map generator 

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[Wesnoth-bugs] [bug #25299] UTBS/Performance: unit movement over shroud is laggy

2016-11-14 Thread Severin Glöckner
URL:
  

 Summary: UTBS/Performance: unit movement over shroud is laggy
 Project: Battle for Wesnoth
Submitted by: shiki
Submitted on: Mon 14 Nov 2016 04:15:30 PM UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.6+dev
Operating System: Archlinux

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Details:

1)Build the debug version of wesnoth 1.13.6(+dev)
2) Start the first scenario of UTBS (doesn't matter if the reamke or the old)
3)send a unit to the north, or somewhere else where much shroud is.

When a unit discovers shrouded area in it's movement, there's graphically a
short delay between each hex.
Compared to 1.13.4, this effect does exist there too, but the delays are
shorter.
If you build the release version of wesnoth 1.13.4, together with
march=native, the delays are even more short.

When I used the random map generator in 1.13.6+dev and enabled shroud, there
weren't delays.
Not sure if Graphics are the problem, or rather some UTBS events.




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