Work/school zergswarms and game performance
JBoat:
Quote from: varmint on 2009 August 01, 21:54:01
I do still think that there are some issues to be ironed out with squeezing sims into and out of their rabbitholes - I think it's related to the vehicle issue since those are the times of day when all the car objects are firing up, but the solution is probably a separate one. Thanks to JBoat for looking at that.
But of course, it annoys me to see such idotic AI in this day and age when computers are so close to mimicking human intelligence. To have such poorly planned routing algorithms is just a sin.
I believe I have the tweaks in place, the only thing stopping the code from being circulated is an infrequent and minor issue, but one that hurts in a big way when it happens. Occasionally (once in 10-20 rabbit hole tests), I'll see a sim step onto the rabbit hole "pad" to enter, and then spontaneously forget where they were going. They essentially lose their train of thought, and stand there clueless for however long they want, blocking other sims from getting in. That's why I was keenly interested in this forcing code, though I think it is part of Supreme Commander and therefore won't work for sims not being controlled by it.
I think placing a sim in a Low Resolution mode while they are on their way to work/school can accomplish the same goal, since I've seen them waltz right into the school when I was in town map mode, and they had no trouble pathing past each other. Not sure if that's something that will break animations and suspend belief or not, though I suspect it may.
As an interesting sidenote: the tweaks I've made to the routing behavior move much faster than the standard push-n-shove code that EA gave us. During my routing tests at the School, that 13 students make it in around 9:45 or 10:00 with vanilla routing, but usually make it in between 9:00 and 9:15 with the new changes. There is none of the typical shoving and pushing, and milling about like you'd normally see.
Provided I can fix the seeming "alzheimers" problem with some sims on their way into the rabbit hole, I'll gladly distribute what I've come up with.
ramseyazad:
Quote from: twallan on 2009 August 01, 19:13:12
This sounds like the lag issue I was encountering. If you still have the town, perhaps you could use my "NRaas Standalone CarLimo Cleaner" object to see whether there is a large number of global objects piling up in the background.
I used your terlet and it reduced the lag considerably, 599 carlimos and couple hundred carbuses. It did not fix it completely, which means (to me) that story mode is slowly borking the game in some other way as well. We need that batman box thing that worked so well for fixing crappy issues in TS2.
J. M. Pescado:
Next version of AwesomeMod wil incorporate better monitoring for the invisible derelict vehicles.
twoftmama:
The Batman box was awesome!
Silverdrake:
I'm also having the swarming/routing issues with the patch. My sims moved around fairly well pre-patch, except for at-home parties, at which they all got stuck in front of the door for hours. Of course, pre-patch, almost every family except the active household slacked off at work and school. Now that they are all actually attending work and school, it takes a sim 2 hours to get out of the house for work, and the kids stand in front of the school until late at night. The upside is that they never have to do their homework, as it remains at 100% in their inventories.
I killed all the homeless, removed 414 carlimo objects, and adjusted the Dynamic Avoidance, and it helped a little. It still takes ineffably long to start an interaction and to get out of the house. Getting into the school is a bit faster, because they don't spend time saying, "After you!" "No, after YOU!"
I would attribute it to my older pc, except that I didn't have these headaches pre-patch.
My next step is to kill off most of the households, and to keep doing this as new ones move in. I did have IS with Immigration turned off, but it caused me so many other issues that I took it out.
Update: killed off half the EA-created families, and with that and maybe the latest Awesomemod (don't know if it tweaked anything to do with my issues), it's playable again! The sims still take longer than they used to getting out of the house, but the swarms are gone.
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