Awesomod discussion/questions/helpful tips thread
Anonym:
I get the freezing and rarely use Supreme Commander except for its radar tracking. I have a number of sacred households (which likely isn't a factor) and a pretty full neighborhood (over 200 sims).
It hasn't been that awful since I've tested my CC with ProcMon (the process monitor is a free download for Windows) and gotten rid of the stuff that was getting loaded thousands of times, as well as combining CC into fewer, bigger packages, which is explained somewhere among the posts on "The Horror" board; but it still happens to some degree.
I don't know if the limits throughout XML files of 10 sims "pulsed" per tick have anything to do with it, but it's possible. Those could just be "broadcasters" (things that cause reactions) but also could be how many can do something per tick (a tick is likely even shorter than a sim minute, but still it would then be a limit).
shadow:
I had lagging so bad that I was ready to give up the game all together. I downloaded Delphy's Dashboard tool at MTS2 and it found several bad CC files, mostly paintings. Once those were eliminated I had no more lag.
Check it out here
Silent Dreamer:
Quote from: shadow on 2010 January 30, 00:06:23
I had lagging so bad that I was ready to give up the game all together. I downloaded Delphy's Dashboard tool at MTS2 and it found several bad CC files, mostly paintings. Once those were eliminated I had no more lag.
Check it out here
Wrong kind of lag, hon. The issue we're talking about is extremely different.
J. M. Pescado:
Quote from: cwurts on 2010 January 29, 20:45:38
I am asking because I'm using Sunset Valley with 90 sims on Supreme Commander, and it seems that although my game doesn't lag per se, the individual sims do. They will stop in mid-stride while running from one task to the next, and this is even when there's a clear path - I doubt it's a routing issue.
It's a timeslice issue. The game tries to preserve the appearance of non-lag by simply giving up in mid-processing, so that game-time appears to continue instead of slowly to a crawl. This means that, unlike in TS2, where the game would simply lag, but the fidelity of the simulation was retained, when overloading occurs in TS3, the simulation will first degrade, before the lag gets really bad. If you were to force TS2 to run on a computer with a very slow CPU, it would run correctly, producing accurate simulated behavior (but the lag would be unplayably bad). If you were to force TS3 to run underspec, the simulated behavior would first fall apart before you lost the ability to effectively control the interface.
Entgleichen:
In my game, a lag occurs every now and then. When that happens, I can almost be sure that Supreme Commander has taken control over a random sim and forces him to do something he can't - so it results in a loop. I never use SC for any of the macro actions by myself (because when I do, even only on one sim, the game slows down), so I'm pretty sure the program does something it shouldn't. I then have to take control of the mistreated sim and stop the SC-control before I can go on playing.
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