ranma's Recent Forum Activity

  • well on one hand I am worried about this, on the other I want to set the unlimited framerate mode and run the app for an hour / see what happens.

  • well, i don't think any fan can produce such a high frequency sound, besides my gpu doesn't have a fan

    also smart fan control is turned off on my machine, so It can't be the cpu fan going faster and slower issue

  • Hello again

    I have a question about unlimited framerate. My specs are below. The thing is, when I run almost any project (even empty) in unlimited framerate, insides of my computer makes strange, very high frequency (about 15000Hz, I even measured it!) sound. I don't know what piece of hardware does it (my bet is on graphic card). When I switch to v-synced, it's ok. I tried to setting the framerate to fixed at the value shown as the FPS in the unlimited mode (about 10000) and it doesn't make that noise then (but renders at 600 FPS). creepy.

    So the question is, what the hell is that sound and where does it come from? Also can it do some sort of damage to my precious?

    specs:

    gigabyte ma770-ud3

    athlon 64 x2 dual core 5600+ 2.91GHz

    2 GB ram

    gigabyte geforce 9600gt 1gb silent pipe

  • didn't expect that to be that simple... thanks

  • Well I got this problem, don't know if any of you are familiar with. if yes I'm begging for a solution. I want to change the animation of the box the mouse is hovered over to "over" and the other ones to "Default". I end up with this halp plox!

    edit: I also tried:

    System: For each Sprite
       MouseKeyboard: Mouse is over Sprite
          > SpriteSet animation to "over"
       MouseKeyboard: != Mouse is over Sprite
          > SpriteSet animation to "Default"[/code:2x6jxddz]
    
    this doesn't work either
  • You can have fractions of a degree, so you can have 0.1 or 359.9.

    wow, didn't think of that this way

  • even if it isn't marked as global? great

    and now for something completely different, in everything angle-related (i.e. action - set angle) I can see "0 - 360" expression. well, 360 == 0. just a quick thought

    oh, before I forget. it may be a total noob question, but, when changing sampling type from "linear" to "point" (app properties), does it somehow affect (speeds up) rendering? does it have to do with hardware / software rendering? or am I just making this up?

  • I want to use the same object in two layouts, but I don't want to mark it global (because it would appear in third layout), so the question is, will the object consume two times the memory when exporting to exe / placing textures in vram if I load textures for both layouts earlier?

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  • I don't think it is a problem actually.

    One has to blow up the error almost on purpose.

    well for me it is a problem, for some reason (don't ask :) I use every 50ms to do something, and every 1000ms to do something else that should be done exactly after running the first event 20 times. and between the 20th time and the second event there is some lag always, because, the 19th time is not after 950ms, but about 900ms... I think, this kind of accuracy will spawn multiple problems in the future, so if possible I think it should be corrected.

    a cap is available here:

  • cap demonstrating the accuracy.

    top text object is increased by 50 every 50 ms

    lower text object is increased by 1000 every 1000 ms

    in theory they both should have the same value every 1000ms, instead the difference between them increases over time...

  • Every ... msec isn't suited for intervals so low they'll execute every frame. Your code is correct, but the thing is, every event can be triggered only once during single loop.

    You can make PV that adds timedelta per loop. And then you can check in WHILE whether its value is greater than desired "every ... msec" (but you input values in second units then).

    Check this .CAP:

    http://www.republika.pl/tymczasownik/ev ... WithPV.cap

    tymczasownik, lol

    poland ftw!

    as I remember from earlier testing, timedelta also has problems with accuracy, but you have a point.

  • well, for all you out there, the "every x milliseconds" has a huge problem.

    if you create an action let's say, every 1000 milliseconds (every second) add 1 to some global variable, you will be surprised how that "accurate to ~10 milliseconds" is going to affect this. well, after exactly 24 hours, the above variable, should count 86400... believe me, it will not. in this case, the ~10 ms after 2000 ms becomes ~20ms, so, after 86400000ms it's like ~864000ms = 864 SECONDS = which is like 15 minutes accuracy!

    to try it out, make a directx game, put text object somewere and add mouse and keyboard. add 2 actions:

    System: Every 10 milliseconds

    TextSet text to str(float(Text 0 .Text) + 0.010)

    MouseKeyboard: On Left mouse button Clicked

    TextSet text to "0"

    run the app and some kind of external windows counter (can be date and time properties / dbl click the taskbar clock) and click inside the game window, when the second hand comes to 0. watch as when it reaches 0 again after doing a full cirlce, the text is about 50 or something (should be 60).

    is there any way to prevent this from happening?

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ranma

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