The "stutter" - problem
- MetalBeast
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The "stutter" - problem
Anybody else has this problem, in skirmisch mode, with the 2.1 beta ?
AIvolution mod is still unplayable for me
Even with Beta4, after about one hour of playing, the game beginns to stutter and this becomes continuously worse.
Without AIvolution mod, this problem occurs only in big maps with many opponents set to max.
I havent any problems with the last stable release.
System:
========
AMD Turion64x2
2 GB RAM
Nvidia 9600 512 Mb
AIvolution mod is still unplayable for me
Even with Beta4, after about one hour of playing, the game beginns to stutter and this becomes continuously worse.
Without AIvolution mod, this problem occurs only in big maps with many opponents set to max.
I havent any problems with the last stable release.
System:
========
AMD Turion64x2
2 GB RAM
Nvidia 9600 512 Mb
Re: The "stutter" - problem
What is the CPU speed?MetalBeast wrote:Anybody else has this problem, in skirmisch mode, with the 2.1 beta ?
AIvolution mod is still unplayable for me
Even with Beta4, after about one hour of playing, the game beginns to stutter and this becomes continuously worse.
Without AIvolution mod, this problem occurs only in big maps with many opponents set to max.
I havent any problems with the last stable release.
System:
========
AMD Turion64x2
2 GB RAM
Nvidia 9600 512 Mb
What map? Player count?
I don't got that kind of time to test this, but I assume that there are just too many units in play.
- MetalBeast
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Re: The "stutter" - problem
2 Ghz x 2,Buginator wrote: What is the CPU speed?
but it doesnt matter with the new CPU's
I can play "Gothic 3" and "Half-Life 2" on my system, so it should be good enough for WZ
With AIvolution, it happens in all maps and with few Players, latest test was made with 3 oponnents set to min. (3-5 slider postion from left).Buginator wrote: What map? Player count?
I can upload my SaveGame if it helps.
Without AIvolution, it happens only in big maps, like "gridlock" and all oponents set near to max.
It can not be, cause I havent any problems with the stable version of WZ or any older versions.Buginator wrote: I don't got that kind of time to test this,
but I assume that there are just too many units in play.
This problem occured, since 2.1 Beta. I have already wrote this in one older thread.
I will upload my savegames later, one with and one without AIvolution, both with "stutter"-problem.
Maybe you can see into it.
What I have also notied is the fact, that the AI did become more stupid in comparison to the older version of WZ.
Especially the constructing units are permanently stuck in corners and "dancing" around, what causes the AI to stop expanding.
- MetalBeast
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Re: The "stutter" - problem
Ok, here the are savegames:
This savegame = 3 hours game without AIvolution, big "stutter" - problem
http://www.megaupload.com/de/?d=H71RQK2L
This savegame = 1 hour game with AIvoution and 3 oponents set near to minimum, the beginning of "stutter" problem.
http://www.megaupload.com/de/?d=OTHTFOIK
Hope it helps to analyse this problem.
This savegame = 3 hours game without AIvolution, big "stutter" - problem
http://www.megaupload.com/de/?d=H71RQK2L
This savegame = 1 hour game with AIvoution and 3 oponents set near to minimum, the beginning of "stutter" problem.
http://www.megaupload.com/de/?d=OTHTFOIK
Hope it helps to analyse this problem.
Re: The "stutter" - problem
MetalBeast, except for what has already been said and the tips in that post we have really nothing new to tell you.
As for pathfinding becoming worse, it is known.
As for pathfinding becoming worse, it is known.
Re: The "stutter" - problem
See if you can get a recent trunk snapshot. It has new path-finding code using threads that is much faster than the path-finding code in 2.1.
- MetalBeast
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Re: The "stutter" - problem
All what I wanted to know, is, if you have the same problem with my save-games.
Buginator wrote in other thread, that the developer have not enough time to test longer gameplay.
It is the cause, why I have uploaded my save-games,
It would be fine, if you can tell me, if you have the same problem on your systems with my savegames.
Anyway I hope you can fix that for the final version
MB.
Buginator wrote in other thread, that the developer have not enough time to test longer gameplay.
It is the cause, why I have uploaded my save-games,
It would be fine, if you can tell me, if you have the same problem on your systems with my savegames.
Anyway I hope you can fix that for the final version
MB.
Re: The "stutter" - problem
What savegames?
- MetalBeast
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Re: The "stutter" - problem
See links above.Per wrote:What savegames?
Re: The "stutter" - problem
Please, if possible attach them to the forum posts. This means that we do not have to go on a fishing expedition to get the files and that we will have a permanent copy of them.MetalBeast wrote:See links above.Per wrote:What savegames?
Should space/whatever not be sufficient I am sure Kamaze can make an exception.
Regards, Freddie.
Re: The "stutter" - problem
Ah, those links. Right, I never managed to download anything from them. Complained about some plugin I was missing.
- MetalBeast
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Re: The "stutter" - problem
Ok, here they are:
- Attachments
-
- test4.zip
- Stutter-Problem with AIvolution
- (223.35 KiB) Downloaded 408 times
-
- beta4-4.zip
- Stutter Problem without AIvolution
- (162.54 KiB) Downloaded 407 times
Re: The "stutter" - problem
Thanks.MetalBeast wrote:Ok, here they are:
I will check them out as soon as I get some more time...
Re: The "stutter" - problem
I took a look at the beta4 one, and it does stutter. It does not seem to be related to path-finding, since droids respond quickly to commands, with both 2.1 and trunk. I will try to profile it to figure out where the issue lies later.
Re: The "stutter" - problem
The problem is that path-finding in 2.1 is screwed, and the AI base is clogged up with a hundreds of droids desperately trying to go somewhere. If you play the same savegame in trunk, you will quickly be overrun by the AI, unless or until its damaged units create massive clogging on their way back to repair. The stutter should then clear as the AI gets less units stuck.
Looks like we need to backport the new threaded path-finding code to 2.1 before release...
Looks like we need to backport the new threaded path-finding code to 2.1 before release...