Specific scenario running slowly + bugs
Specific scenario running slowly + bugs
Hi, not sure this qualifies as a technical support issue, but is there any sort of checker than be run over my scenario Teutoburger Wald? I thought that it was running slowly when I was playtesting it, but put it down to my own PC being below par. However I've just played a full game with Hendrikcus and he confirmed that it runs slowly from his end too. There 's definitely something wrong with it as I've noticed two specific faults during play:
the already seen bug where a unit continues throwing its spears even after the target has moved off, and you get that 'pincushion' effect on the map - I know that was addressed in a much earlier post
I've modded the flags: in all other scenarios the modded standards show as double length when they're first opened, then immediately switch to normal as soon as any one unit is selected. However, in this scenario, the 'double' effect continues for the whole sequence of routs and follow-ups, and only disappears when the player's turn begins
The only thing I can think of is that I added to the BSF script in order to limit the Roman's LOS on the first turn.
It may just be that a combination of that, a lot of terrain, many units being used and their appearing from all directions is just overloading the engine, but if it's hampering player's enjoyment of the scenario, or putting them off altogether, it would be nice to be able to fix it. Apart from that it's perfectly playable.
Cheers
the already seen bug where a unit continues throwing its spears even after the target has moved off, and you get that 'pincushion' effect on the map - I know that was addressed in a much earlier post
I've modded the flags: in all other scenarios the modded standards show as double length when they're first opened, then immediately switch to normal as soon as any one unit is selected. However, in this scenario, the 'double' effect continues for the whole sequence of routs and follow-ups, and only disappears when the player's turn begins
The only thing I can think of is that I added to the BSF script in order to limit the Roman's LOS on the first turn.
It may just be that a combination of that, a lot of terrain, many units being used and their appearing from all directions is just overloading the engine, but if it's hampering player's enjoyment of the scenario, or putting them off altogether, it would be nice to be able to fix it. Apart from that it's perfectly playable.
Cheers
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Re: Specific scenario running slowly + bugs
If you point me to a download I am happy to take a look, though does your opponent also have a lower-end machine?
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Re: Specific scenario running slowly + bugs
Teutoberger Wald Pip.pipfromslitherine wrote:If you point me to a download I am happy to take a look, though does your opponent also have a lower-end machine?
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Richard Bodley Scott
Re: Specific scenario running slowly + bugs
I have exactly the same issue in my mods and scenarios that use new flags. As you say, they normally revert to normal when the scenario starts, however someone reported that in an MP game the double length standards were visible for longer. I have not noticed it affecting frame rates.Odenathus wrote:I've modded the flags: in all other scenarios the modded standards show as double length when they're first opened, then immediately switch to normal as soon as any one unit is selected. However, in this scenario, the 'double' effect continues for the whole sequence of routs and follow-ups, and only disappears when the player's turn begins
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Re: Specific scenario running slowly + bugs
Thanks both. I've modded flags in several other MP scenarios and haven't had this issue, and the repeating javelins must (?) indicate that there's something else going on.
I've played another MP vs Hendrikus and it ran OK, so I think he must have a reasonable PC. Mine's an x64-based PC using Intel Core i7-6700 CPU @ 3.40 GHZ with 8GB RAM running Windows 10, if that makes any sense to anyone.
I've played another MP vs Hendrikus and it ran OK, so I think he must have a reasonable PC. Mine's an x64-based PC using Intel Core i7-6700 CPU @ 3.40 GHZ with 8GB RAM running Windows 10, if that makes any sense to anyone.
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Re: Specific scenario running slowly + bugs
What video card do you(s) have? That is generally more important than the CPU.
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Re: Specific scenario running slowly + bugs
It is indeed the LOS setting, which happens (I assume) for the whole map every tick? I would imagine you only need to set the tile LOSes once. You can see a simple script profile (when in debug mode) using SHIFT+HOME to toggle, and SHIFT+END to reset. Note that the font is very small! Also note that he display will not show if the normal FPS counter is enabled.
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Re: Specific scenario running slowly + bugs
Is PostLOSActions() run every tick?pipfromslitherine wrote:It is indeed the LOS setting, which happens (I assume) for the whole map every tick?
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Re: Specific scenario running slowly + bugs
It is something of a feedback loop - changing the LOS forces an update which calls the post LOS function.
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Re: Specific scenario running slowly + bugs
That being the case, where should the SetAreaLOS() command be put so that it runs once on the first turn?pipfromslitherine wrote:It is something of a feedback loop - changing the LOS forces an update which calls the post LOS function.
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Richard Bodley Scott
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Re: Specific scenario running slowly + bugs
With Pip's help I have fixed the above bug. v2 of the Teutoberger Wald scenario is now up on the FTP for in game download.
Note that you must finish any on-going Teutoberger Wald game before deleting the old version.
Note also that the bug that was fixed will only have caused lag on the first player's first turn. So if there is still lag there must be another cause. As I don't have lag even with the previous version, I cannot test it.
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For future reference, if using this technique in other scenario scripts, the revised version of the script is as follows:
Function PostLOSActions()
{
if ((GetTurn()==0) && (GetUniversalVar("CustomLOSSet") < 2))
{
SetAreaLOS(16,16,65,65,0,0);
SetAreaLOS(23,30,28,62,0,1);
SetUniversalVar("CustomLOSSet", GetUniversalVar("CustomLOSSet") + 1);
}
}
This results in the code only being called twice, instead of endlessly over and over again. (For some reason running it only once did not hide the area to be hidden).
Note that you must finish any on-going Teutoberger Wald game before deleting the old version.
Note also that the bug that was fixed will only have caused lag on the first player's first turn. So if there is still lag there must be another cause. As I don't have lag even with the previous version, I cannot test it.
---------------------------------------
For future reference, if using this technique in other scenario scripts, the revised version of the script is as follows:
Function PostLOSActions()
{
if ((GetTurn()==0) && (GetUniversalVar("CustomLOSSet") < 2))
{
SetAreaLOS(16,16,65,65,0,0);
SetAreaLOS(23,30,28,62,0,1);
SetUniversalVar("CustomLOSSet", GetUniversalVar("CustomLOSSet") + 1);
}
}
This results in the code only being called twice, instead of endlessly over and over again. (For some reason running it only once did not hide the area to be hidden).
Richard Bodley Scott