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About Engine Exhaustion
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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Wed Jan 30, 2013 5:25 pm    Post subject:  About Engine Exhaustion Reply with quote  Mark this post and the followings unread

Hello.

I am recently being confronted with problems in modding which I can only refer to as Engine exhaustion or maybe its just my modding. I notice that my mod runs fluid without problems in 2 player matches however in 6 player matches it messes up sometimes. The mess ups vary so that there is:

Occasional Lag much like in Generals when there are too many units, the lag is fixed when I bomb the AI with too many units. Mostly happens when the AI places the Warfactory badly and forces the units to not come out of it or take ridiculous routes. This lag can become so drastic that the engine stops working and the game just freezes. No IE not report just stopped working and you'll have to ctrl alt del. Also I think it can be when the AI has no more space to build but still wants to.  Some maps are very restricted in buildspace increasing this problem.

Next is the animations and SHP in general. The amount of infantry still showing running frames when standing still increased. Also many eplosions simply do not display anymore which happens when there are too many (once made sam turrets fire at ground stuff with ridiculous range and made the AI build hundreds for fun to test).

Next is sound. Ya well the problem is known sounds not triggering because TS can't handle multiple sounds. Or sounds becoming way louder when 10 E1 fire at once and so on.

I wonder if these problems appear because of the mix files. I guess that the TS engine has to search for each file and then use it. So I think deleting unnecessary mix file and deleting unnecessary assets out of them may help. There are also WW made mix files which aren't needed such as patch.mix and overwritten stuff in the Sun.mix. Also would it help if I would put more stuff into the same mix to decrease the amount of mix files? And deleting all the .ini files which are no longer used?

Well one solution so far for me was to double power and price of the powerplants to decrease the amount of powerplants needed by both you and the AI. I am also experimenting with AI build behavior so that its bases become smaller and builds less defenses. I fear that some of those keys are not functional or mess up like Insignificant coupled with Buildlimit. Especially the building ratio is smething I don't understand. I tried to force the AI to build 2 warfactories but it appears to not care for warfactory ratio and max amount of warfactory keys.

I also got rid of all the GUNFIRE anims to reduce the amount of anims in general. They aren't displaying where they should at the end of the barrel so I can live without them, I also think about taking away the sound for firing or gun shot explosion but that would severely hurt the mods feeling so all I can try is reducing the length of the sounds to a minimum.

Any other ideas to prevent engine exhaustion?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 30, 2013 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Check your AI and its teams. If you let the AI produce many big teams which then simply do nothing, the game will lag.
The problem is the pathfinding which is quite resource intensive. And if your AI wants to find a new path for hundreds of units 10 times per second, then it soon causes massive lags.
Reduce the amount of defensive teams and make the teams in general small enough, so they don't get separated inside the base before they even start following their script.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Jan 30, 2013 9:10 pm    Post subject: Re: About Engine Exhaustion Reply with quote  Mark this post and the followings unread

OrangeNero wrote:
I wonder if these problems appear because of the mix files. I guess that the TS engine has to search for each file and then use it. So I think deleting unnecessary mix file and deleting unnecessary assets out of them may help.

I doubt it, most needed files in the MIXes are loaded into memory (RAM) when starting a game, and while ingame the MIXes aren't accessed that much AFAIK.

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