The Neverending Pause

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GnatGoSplat:
The CFF Explorer trick in Windows x64 does indeed work as a permanent cure to the E12/E13 errors, but it doesn't help the neverending pause nor the long, but eventually ending pauses.

Sanati:
Quote from: eevilcat on 2010 June 24, 07:41:05

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.


If it was a routing problem then everyone would be having the issue. I've never once had the game freeze like is mentioned here in my hundreds of hours of play. I don't see how one sim getting stuck would cause the whole game to freeze either. The amount of processing the game devotes to a single sim's pathfinding is ridiculously minor (it's often moving hundreds of sims around at once). If one sim got stuck on a ledge or something it's much more likely that sim would simply stand there in it's own loop while the game moved on without them until the system reset them or they died. I mean I've seen this happen before when a sim tries to route to something inaccessible, eventually their motives change and they pick something else to route to, I don't see there being a difference in the process when the obstacle is terrain instead of a fence or wall.

To debunk a few other possible causes of the issue, I play off a normal SATA 7200rpm HDD (500gb with less then 2gb free), I play on both EA and custom worlds, I have both EPs and the SP and all store content (except the soccer jerseys because they spammed the hell out of my clothing section), and my PC isn't that great (Vista, AMD Athlon 7750 2x 2.71ghz, 4gb RAM, GeForce 9500 GT 1gb).

Hope that helps you narrow down possible causes. Only thing I can think of (other than bad custom content) would be compatibility issues, maybe an ATI problem, or an issue with specific drivers.

eevilcat:
Code runs sequentially so if the update gets stuck in a loop then the game will appear paused. The rendering is probably handled in a separate thread so that's why the game graphics are redrawn, including simple animation updates. If this is the cause it's probably a particular sequence of attempted actions on the part of one sim in a particular location that then results in the game getting stuck. This makes it almost impossible to replicate unless you are lucky enough to have saved immediately before, however it is perfectly reasonable to spot bugs in code logic if you have an idea where to look. It's entirely possible that EA encountered this in the test process but it probably didn't make it through triage as, despite being a showstopper, it isn't reproducable and occurs relatively rarely.

moondance:
I've had both types of freezes. The freeze that eventually ends on its own has always been fixed by resetting the world and has probably been caused by stuck sims.

I also, rarely, get the freeze that never ends which requires me to end task to get out of it. When I get those freezes there is always a tool tip stuck on screen; I've either changed speeds or been about to, or I've hovered over something, such as a sim, that causes a tool tip to appear, and then it freezes.

Tangie:
Same here with me, moondance.

But I have to say that so far I have not experienced a lot of pauses or freezes since installing AMB. I have probably only played Twinbrook maybe 6 sim weeks, though. I have started 3 different games in order to test out the new careers since I had difficulty changing households. Is it possible that the longer the game goes the more pauses you have? I don't know how long any of you who are having freezing issues have been playing your current game so I was just curious.

I also thought I'd mention that amjoie at Custom Sims 3 reported that while removing, replacing, and repositioning a lot that spawners were multiplying each time. Some of the spawners were actually buried below ground. They were left behind when the building was bulldozed, they were placed on the lot again when she replaced the lot, then more were generated again when she repositioned the lot. I just thought I'd mention this as a possibility because I would think that having so many spawners on a lot might also mess up a game pretty quickly.

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