[REL] TESV Acceleration Layer, Thread 3

Post » Mon Jun 18, 2012 12:54 am

Whichever version you upload, please change this line:

	 mov [eax+PluginInfo.version], 1
to
	 mov [eax+PluginInfo.version], 2
so the next version of SKSE can make sure the previous broken version doesn't load.
This version contains the fix that Arisu suggested (setnz -> setz), the suggested renaming of the function (test_bit_30 -> test_bit_30_not_set), plugin version updated (as per above) and the folder stucture is created as needed for Nexus Mod Manager to install it. Tested and working fine with a new game (no AI issues in Helgen, etc.). This includes the updated source for all of the above in the src folder.

I've also updated the readme to reflect the directory structure change and to suggest the default path if they are manually installing.

http://cl.ly/0Y1J1o3P1I24292x3F3Q
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Robert Bindley
 
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Post » Mon Jun 18, 2012 2:22 am

I just wandered from Riften to Windhelm with many stops and word walls on the way. Everything seemed fine. Only thing I noticed was a half-skeleton body spazzing out in a tent near a word wall (specifically, http://www.uesp.net/wiki/Skyrim:Northwind_Summit). But I definitely wouldn't be surprised if something like that happened in the regular game. I saved and reloaded the save and the skeleton was fine again.

LOL!! There's a repeatable collision glitch in a certain Dwemer Ruin....some dwemer robot on a shelf, just bangity bangity jibbity jibbity bangity bangity bangity bangity jibbity jibbity
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Elizabeth Davis
 
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Post » Sun Jun 17, 2012 9:31 pm

Overclocking = massive overheating, which is why they sell liquid-cooling systems and huge elaborate copper tubing heatsinks with massive fans etc....

[Uphill, BOTH WAYS!]
...
Why do you think they sell Laptop coolers? Not because they're overclocked, but because "hot electronics" = "Electronics with a short lifespan/dead electronics"
...
[Bad car anology]


So then, overclocking is not overheating by your own admission... because they sell products to prevent overheating. kthx back to the thread.

-sf
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Glu Glu
 
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Post » Mon Jun 18, 2012 12:35 am

LOL!! There's a repeatable collision glitch in a certain Dwemer Ruin....some dwemer robot on a shelf, just bangity bangity jibbity jibbity bangity bangity bangity bangity jibbity jibbity
yeah, it's been like that from the beginning, so this kind of nuisance should not be related to this mod.
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Jessica Nash
 
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Post » Mon Jun 18, 2012 4:29 am

Nevermind.......
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Lou
 
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Post » Sun Jun 17, 2012 7:57 pm

I've also updated the readme to reflect the directory structure change and to suggest the default path if they are manually installing.

*IGNORE*

BTW I agree can the CPU overclock pvssyr end, its nothing to do with this thread.
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Michelle Chau
 
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Post » Sun Jun 17, 2012 4:19 pm

Whichever version you upload, please change this line:

	 mov [eax+PluginInfo.version], 1
to
	 mov [eax+PluginInfo.version], 2
so the next version of SKSE can make sure the previous broken version doesn't load.

Reeven: some quests were broken because of a typo causing a flag check to be reversed.

edit: I uploaded a fixed version with an updated version number and the correct bit test in place of the previous link; hopefully if the link from skse.silverlock.org was copied elsewhere (news sites or w/e) people will get a fixed version now.
Thanks for that, downloaded now.

Out of curiosity, I'm assuming

test_bit_30_zero

is functionally identical to

test_bit_30_not_set
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Lakyn Ellery
 
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Post » Sun Jun 17, 2012 5:49 pm

In order to fix compatibility issues (like win8 etc) i want rewrite the fix to cpp and replace additional code bottlenecks . I'm not sure that i shud do it without Arisu permissions so im waiting for his answer .
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Je suis
 
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Post » Sun Jun 17, 2012 9:41 pm

What causes the Windows 8 issues, Alexander?
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Nathan Maughan
 
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Post » Mon Jun 18, 2012 2:03 am

IIRC Arisu said it's pretty much open source.... but don't quote me on that.
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flora
 
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Post » Sun Jun 17, 2012 10:20 pm

win8 pe loader can't work correctly with pe files generated by fasm in some cases
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Marnesia Steele
 
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Post » Sun Jun 17, 2012 9:58 pm

Nwm, my bad. Didn't had the steam launched and when I launched skse exe, steam logged in and opened skyrim launcher and I run the game from it. Obvliously skse isnt worked. Maybe others who dont see the difference after the mod installed had the same mistake? :smile:
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JLG
 
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Post » Sun Jun 17, 2012 2:48 pm

_Rancen_
Check again
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GabiiE Liiziiouz
 
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Post » Sun Jun 17, 2012 9:36 pm

I hope Bethesda are reading these topics with great interest, it would be a shame for their next patch to not include such a fix. I am optimistic, they did hear the cry for an official 4GB patch and did deliver.

Great work with the discovery and implementation, but I personally will be holding off using it for a short while, till it is 99% stable.
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Amy Masters
 
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Post » Mon Jun 18, 2012 1:05 am

In order to fix compatibility issues (like win8 etc) i want rewrite the fix to cpp and replace additional code bottlenecks . I'm not sure that i shud do it without Arisu permissions so im waiting for his answer .
Check the first post, there's a quote at the end where the author says that you're free to do whatever you want.
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Julie Ann
 
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Post » Mon Jun 18, 2012 4:38 am

Weeded out a bunch of off topic posts on overclocking. May want to start a separate discussion in, perhaps, the CD forum, or take the convo to PMs. Thanks.

Back to your regularly scheduled dicussion...
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Mason Nevitt
 
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Post » Sun Jun 17, 2012 7:45 pm

I'm getting an occasional issue using this I never had prior. I'll be playing and the screen will freeze like its about to crash, the game will change graphics mode to a white screen, and then it will change back to the game again and I can play. There was no crash but it just would flip like I was changing screen resolution or the like.

Being I'm using SLI and I think one of my cards might be going this could just be a problem on my end unless others have the same thing.
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Soraya Davy
 
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Post » Mon Jun 18, 2012 4:49 am

Amazing.

Looking down into Whiterun - 21 fps before, 27/28 after. Thanks. :foodndrink:
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jessica Villacis
 
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Post » Sun Jun 17, 2012 11:30 pm

Whichever version you upload, please change this line:

	 mov [eax+PluginInfo.version], 1
to
	 mov [eax+PluginInfo.version], 2
so the next version of SKSE can make sure the previous broken version doesn't load.

Reeven: some quests were broken because of a typo causing a flag check to be reversed.

edit: I uploaded a fixed version with an updated version number and the correct bit test in place of the previous link; hopefully if the link from skse.silverlock.org was copied elsewhere (news sites or w/e) people will get a fixed version now.

I am going to make updates to version 03 as soon as I am done with this post.

Weeded out a bunch of off topic posts on overclocking. May want to start a separate discussion in, perhaps, the CD forum, or take the convo to PMs. Thanks.

Back to your regularly scheduled dicussion...

Thank you so much for weeding out those posts.

@ Rencen I will get to your suggestions as soon as I can and thanks for pming me.
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Carys
 
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Post » Mon Jun 18, 2012 12:32 am

Good grief!, I mean that in a good way, using the original TESVAL I got a 7fps increase around the autumn forest giving me around 44fps, I just installed the latest TESVAL, same area view is now 57fps!, lets put that into perspective, from the vanilla game that's a 20fps increase, I don't know what you guys did, but keep doing it!

Thank you very much for this and your efforts, I hope Bethesda are looking at this to make an official patch.
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Isabella X
 
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Post » Sun Jun 17, 2012 11:55 pm

I am going to make updates to version 03 as soon as I am done with this post.
I wouldn't call it version 3 then... if the only change was that PluginInfo.version line... :wink: unless of course you change something else in the code then change the code line to report "3" as the version. Because calling the file version 3 and the DLL itself reporting itself to be version 2 is confusing.
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Alex Vincent
 
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Post » Sun Jun 17, 2012 11:04 pm

I wouldn't call it version 3 then... if the only change was that PluginInfo.version line... :wink: unless of course you change something else in the code then change the code line to report "3" as the version. Because calling the file version 3 and the DLL itself reporting itself to be version 2 is confusing.

I'm calling it version 03 at Nexus but I uploaded the file from silverlock as ianpatt added a change to keep it compatible with SKSE. Version 02 is still up as an old file.

I'm going to be gone for a few hours and will follow up on the Nexus thread when I get back. If anyone one wants to add a comment over there about the new version while I'm gone, feel free.
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Kieren Thomson
 
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Post » Sun Jun 17, 2012 1:59 pm

I got an extra 2fps with version 3, that's an overall increase of 22fps for me, probably squeezed as much as my system can give now.


CPU: AMD Phenom II X4 945, 3.0ghz
RAM: 16 gig comprising a pair of corsair 4gb 1600mhz and a pair of kingston 4gb 1600mhz
GPU: Radeon HD5870 1gig video mem 850mhz
All components running stock clock.

To say I'm pleased with the performance increase would be a slight understatement.
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Julia Schwalbe
 
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Post » Sun Jun 17, 2012 2:56 pm

@ Ysne58
Hey, np. Glad to help. And this version is fully fixed/updated by now. Imo should be added to Nexus.
This version contains the fix that Arisu suggested (setnz -> setz), the suggested renaming of the function (test_bit_30 -> test_bit_30_not_set), plugin version updated (as per above) and the folder stucture is created as needed for Nexus Mod Manager to install it. Tested and working fine with a new game (no AI issues in Helgen, etc.). This includes the updated source for all of the above in the src folder.

I've also updated the readme to reflect the directory structure change and to suggest the default path if they are manually installing.

http://cl.ly/0Y1J1o3P1I24292x3F3Q
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Joe Alvarado
 
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Post » Sun Jun 17, 2012 2:40 pm

I wouldn't rename it as version 4, since this is the true version 3. :D but hey, it's Ysne58's upload.
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Scared humanity
 
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