The Neverending Pause
Claeric:
People suspect their VAGUE, UNPLACEABLE ISSUE is a memory issue. I suggest they try a solution related to allowing the game to access more memory.
I really, really don't understand how this is a problem.
J. M. Pescado:
I am unconvinced at the credibility of this solution because TS3 seems to intentionally limit its memory usage by releasing memory. Additionally, I have not performed this move and have no problems.
eevilcat:
Quote from: wizard_merlin on 2010 June 24, 02:21:56
Quote from: eevilcat on 2010 June 23, 21:09:17
I've experienced this a few times running Twinbrook. The game renders the current scene ok including any looping animations so hasn't crashed, more likely it's stuck in an endless loop somewhere. If the pathing code/logic is the likely cause, is this not something that Pescado could look at fixing?
Pescado probably could fix it, if he could see it. The problem is the freezes we are talking about are not predictable and cannot be recreated, and Pescado doesn't get them in his game. Sending him a save doesn't work, because it doesn't freeze when you restart. All of this makes it impossible for Pescado to even try to fix, or properly identify the problem. He needs to be able to reliably reproduce the freeze to track the cause.
If the design or implementation of a particular piece of code itself is flawed then Pescado doesn't need a save game to look at it other than for pinpointing where to look. The suggestion has been that the routing is causing the problems so it's probably worth giving any related code a once over as glaring bugs can often be spotted without running the code. If routing is failing and the piece of code calling it doesn't handle that within a loop then you would end up with what appears to be an endless pause.
witch:
Quote from: wizard_merlin on 2010 June 23, 13:11:35
I plan on upgrading my main HDD and my games HDD to the WD Velociraptor which spin at 10,000rpm, this update won't happen until after I get back from my holiday, so I won't be able to confirm whether the faster HDD makes a difference for a while.
I wonder if you're on to something here. I don't get those pauses - well, not since my sims tried dig sites on SC in WA - I haven't had any pauses at all otherwise. (Touch wood). Although I only have 2GB RAM, I have two 10,000rpm Raptor drives set as RAID 0.
wizard_merlin:
Quote from: Claeric on 2010 June 24, 02:41:38
Those of you on 64 bit systems could try the CFF explorer trick, to tell the exe to allow over 2GB of ram usage (Supposedly it's unecessary, but ticking the box still does something or other, I don't know the specifics of it. Just that it lets the game access more memory if it can't for whatever reason.)
Like before, it's always worth at least trying. CFF explorer fixed a few peoples memory issues with the base game.
Already did that, a long time ago when it was first suggested, and did it with AMB as soon as it was installed.
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