Remove friendly monsters see distance cap.
Moderator: GZDoom Developers
Re: Remove friendly monsters see distance cap.
Makes sense then -- better to keep it in blockmap units than try and fudge it code-wise. Can't be any weirder than some of the other odd units that appear here and there (octics, anyone? ).
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49071
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Remove friendly monsters see distance cap.
In all honesty, that 1024 limit is 10 years old and increasing it a bit shouldn't hurt. Just never forget that doubling it to 2048 would necessitate checking 8x as many blocks.
Re: Remove friendly monsters see distance cap.
I prefer to err on the side of conservatism in this case and keep the value as it was, and let the modder extend it. I'd prefer not to have an actual impact on performance unnecessarily on the engine side, if it can be avoided. Although I can change it to 16 (from 10) in the GZDoom master (which won't be getting this customization commit until you pull it), if you like. Running a single monster at a limit of 100 blocks does not impact performance on my computer, though, even when running at 39% processor power (~750 MHz). At two monsters there does start to be some delays though, for larger maps.
Oh, it gets a lot more complicated than that - people will not realize. Longer sight checks have more impact on performance, and additionally it's every single hostile monster inside the check radius *times* the number of friendly monsters that get changed. Even changing the value slightly will have a huge impact - depending on how gracefully one's machine and map once handled the sight checks in the first place.Graf Zahl wrote:Just never forget that doubling it to 2048 would necessitate checking 8x as many blocks.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49071
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Remove friendly monsters see distance cap.
Feel free to merge it. I'm not sold on the clunky name for the property but off my hand don't have anything better to offer.
Re: Remove friendly monsters see distance cap.
Thank you to both of you.
Re: Remove friendly monsters see distance cap.
DoneGraf Zahl wrote:Feel free to merge it. I'm not sold on the clunky name for the property but off my hand don't have anything better to offer.
I'm not too fond of the name myself, it's the best idea I had when making it.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49071
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Remove friendly monsters see distance cap.
What this could have is a corresponding UDMF entry to allow mappers to do some fine tuning.
Re: Remove friendly monsters see distance cap.
That's certainly doable. I'll work on that really quick and push the changes.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49071
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Remove friendly monsters see distance cap.
BTW, you merged to the wrong branch (zmd5 instead of master. )
It's correct now.
It's correct now.
Re: Remove friendly monsters see distance cap.
>_>
Thanks.
Thanks.