Feature request: Add Suslik's enhanced GLOBAL hashmap for PS:T
#1
Posted 11 May 2012 - 10:52 AM
I think a few of you may have heard of Suslik's problems with stuttering in a BWP Baldur's Gate game http://www.shsforums...he-stuttering/'>here. The same problem exists in PS:T as well, just not as prominent. Well, I want to see his/A64's fix for the problem in PS:T. However, I don't know of a way to do so without creating a TobEx for PS:T (which would be awesome), but I feel like this is something to defiantly include in a future release of the fixpack.
#2
Posted 11 May 2012 - 11:56 AM
#3
Posted 11 May 2012 - 01:59 PM
#4
Posted 11 May 2012 - 05:10 PM
My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altheri...s.com/index.htm
#5
Posted 11 May 2012 - 06:51 PM
Then again, someone like scient needs to confirm that in the exe.
#7
Posted 12 May 2012 - 06:15 AM
Are you talking to me or to trebonus? If you are talking to me, then I've never really had any slowdown/stuttering problems, but I liked the fix for some flickering I had while playing the game (I posted on that, remember?). If it's trebonus, then it sounds like he hasn't tried it yet.Have you tried the Ddraw fix for slowdowns/stuttering ?
#9
Posted 15 May 2012 - 09:02 AM
#10
Posted 07 June 2012 - 03:03 PM
int var_table_hash_id(char *lpszVarName, int nLen) { int v1; // ecx@0 unsigned int v2; // ST2C_4@6 int v3; // ST10_4@7 signed int v5; // [sp+0h] [bp-34h]@2 signed int i; // [sp+20h] [bp-14h]@4 int v7; // [sp+24h] [bp-10h]@1 signed int v8; // [sp+30h] [bp-4h]@1 v7 = 0; v8 = 1; if (nLen >= 32 ) v5 = 32; else v5 = nLen; for ( i = 0; i < v5; ++i ){ v2 = dword_8E3810[i] * (lpszVarName[i] & 0x2F); v7 += v2; v8 *= v2 % 4096; } v3 = (unsigned int)(v8 + v7) % 4096; _dealloc(&lpszVarName); return v3; }
I'm actually curious if it's possible to create collision with certain VAR strings (ie. two different strings with same hash). But as for causing the game to lag, I don't really see that happening. The amount of time taken to look up global is really dependent on how long var string is.
Edited by scient, 07 June 2012 - 03:05 PM.
Those interested in the classic TBS game Sid Meier's Alpha Centauri / Alien Crossover should check out the unofficial patch I work on here.
#11
Posted 08 June 2012 - 09:08 AM
I could optimize the look up loop some, remove some of extraneous debug ASM op codes. This would decrease CPU time slightly, not sure if it would be significant.
Edited by scient, 08 June 2012 - 09:11 AM.
Those interested in the classic TBS game Sid Meier's Alpha Centauri / Alien Crossover should check out the unofficial patch I work on here.
#12
Posted 08 June 2012 - 04:25 PM
Those interested in the classic TBS game Sid Meier's Alpha Centauri / Alien Crossover should check out the unofficial patch I work on here.