Work/school zergswarms and game performance

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pet_peeve:
Some building designs seem to put sims into roach motel mode. On the main lot I've been playing a while (3rd generation of a legacy thingie), the house has a raised porch at the front door (by extending the foundation 3 squares and putting stairs at the end), and if more than 4 or so sims visit for a party, they spend most of the time "no-after-you"ing each other until they have to pee, and leave.

I think it has something to do with that little pause they do before going through a door or at both ends of stairways - their "wait for this idiot to go by" time is huge, and they deadlock at the drop of a hat.

Someone with some good knowledge in queuing theory needs to visit that code with a large axe, and possibly explosives.

twallan:
Quote from: pet_peeve on 2009 August 01, 02:40:20

Someone with some good knowledge in queuing theory needs to visit that code with a large axe, and possibly explosives.


I concur.  My partner located an issue with my personal mod...  While I was debugging the issue, I played her town for awhile.

She has IndieStone active, so has considerably more children in her town than I do.  The count came out to 51 children/teens swarming the school each morning.

We watched the sight and they did indeed all pile up in front of the door, and attempt to get in.  Eventually all but one bounced and decided to go home without attending school that day.

I changed the DynamicAvoidance to zero again (the recent patch reset the darn numbers).  After doing so, the children all made it into school.

Obviously having them all bounce attempting to enter the school is a serious EAxis issue.  Amazing it was missed.  Though with the old issue regarding not going to school at all, they probably never encountered the problem in testing. :P

Good Day. :)

BeakerMcSqueaker:
Quote from: twallan on 2009 August 01, 03:42:18

Quote from: pet_peeve on 2009 August 01, 02:40:20

Someone with some good knowledge in queuing theory needs to visit that code with a large axe, and possibly explosives.


I concur.  My partner located an issue with my personal mod...  While I was debugging the issue, I played her town for awhile.

She has IndieStone active, so has considerably more children in her town than I do.  The count came out to 51 children/teens swarming the school each morning.

We watched the sight and they did indeed all pile up in front of the door, and attempt to get in.  Eventually all but one bounced and decided to go home without attending school that day.

I changed the DynamicAvoidance to zero again (the recent patch reset the darn numbers).  After doing so, the children all made it into school.

Obviously having them all bounce attempting to enter the school is a serious EAxis issue.  Amazing it was missed.  Though with the old issue regarding not going to school at all, they probably never encountered the problem in testing. :P

Good Day. :)


This is driving me insane and has made my game all but unplayable.

I've been playing a family with 4 teens and they can't even get out of the house to catch the school bus (I have to go into buy mode and drag them into the front yard), then they stand out the front of the school until it's time to go home.  Did EAxis really believe the players would NEED to see each individual child walk into the building? I think they need to drop the animation altogether and as soon as they hit the sidewalk in front of the school they should be transported into the building. A bit like the lack of animation for actually getting into a vehicle.

OK, so that's my rant out of the way.  Now can anyone tell me how to change the DynamicAvoidance?

EDIT: NVM, I found the thread that gave directions.

moondance:
Changing the DynamicAvoidance seemed to make a big difference in my game. Interestingly, however, changing it to 0 caused my game to randomly CTD during gameplay--which it had never done before.  Changing it to something more than zero, but less than the original value works fine, with no CTD after extensive play. More voodoo, probably.

BeakerMcSqueaker:
Changing the DynamicAvoidance has helped with the swarming but I really can't live with all the waiting. There seems to be a 10 minute wait between every action they perform. Pause before going down the stairs, pause after getting down the stairs. Pause before going through the door, pause after getting through the door. It doesn't take 2 hours to walk from the bedroom to the kitchen and cook waffles. I won't be playing the game until there's a fix for this.

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