FIXING the massive game slowdown[message #306443]
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Mon, 25 June 2012 23:00
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wanne (aka RoWa21) |
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Messages:1961
Registered:October 2005 Location: Austria |
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[color:#FF0000]HELP TESTING TO FIX THE PERFORMANCE ISSUES
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Hi guys,
I created a new thread to discuss and hopefully fix the massive slowdown that happens in the recent 1.13 builds. After a few investigations in this thead
http://www.bears-pit.com/board/ubbthreads.php/topics/306435/Re_Tais_very_unofficial_SCI_s.html#Post306435
we found out the following:
1.) The last official release (4870) was running fine without any slowdowns
2.) The slowdown happens only in Strategy Map (Tactical seems to work fine)
3.) The new highspeed timer did NOT introduce the slowdown in Strategy Map screen (but maybe it also has negative improvements on the slowdown)
4.) I assume the slowdown on the Strategy Map was introduced with HAM 5, because HAM 5 made a a lot of changes to the Strategy Map (for example the new graphical waypoint system, ...)
So whats next (and how we can trace and fix the bug)
1.) I will build a ja2 executable right BEFORE HAM5 was integrated (Revision: 5179, April 11, 2012)
2.) I will build a ja2 executable right AFTER HAM5 was integrated and we got it working to compile (Revision: 5194, April 12, 2012)
3.) I will upload a complete SCI 7z package that contains ALL the files you need (except the JA2 installation files) to get BOTH ja2 executables running
4.) Check if there are any performance differences between those 2 executable version.
So how do we get the game running (without HAM5 and with HAM5)
1.) Install fresh JA2 and name it someting like "JA2 without HAM5"
2.) Download the SCI which contains ALL the files to get the game running without HAM 5
https://dl.dropbox.com/u/34560718/JA2_Before_HAM5_GameDir_Files.exe
3.) Extract the content in your JA2 installation directory ("JA2 without HAM5") (overwrite any existing files)
4.) Make a copy of your JA2 installation directory and rename it to something like "JA2 with HAM5"
5.) Download the additional HAM5 SCI files
https://dl.dropbox.com/u/34560718/JA2_Additional_After_HAM5_GameDir_Files.exe
6.) Extract it in your "JA2 with HAM5" folder (overwrite any existing files)
7.) Now you have setup 2 versions of JA2 (one without HAM5 and one with HAM5)
8.) Start the game with "ja2_5179_Before_HAM5.exe" (from the "JA2 without HAM5") folder and "ja2_5194_Before_HAM5.exe" (from the "JA2 with HAM5") folder
9.) Play with both versions and see if you notice any performance differences (mainly on the Strategy screen)
EDIT:
The slowdowns defnitly happened after the official 4870 release, but we don't know exactly in which version the performance issues were included.
Between revision 4870 and 4885 the development source trunk was merged in the official source trunk. The following features were included:
- Externalized Vehicles
- Up to 255 save slots
- Externalized emails from Emails.edt to XML
- Externalized Hidden Towns (Tixa, Orta)
- Encyclopedia and Briefing Room, reachable from the laptop (this was later (in one of the latest 1.13 versions) disabled, because of huge memory problems which resulted in random crashes
- Improved interrupt system (IIS)
- Walking and sidestepping with weapon raised
- Increase squad size to 8 (800x600) and 8 and 10 (1024x768)
- UB specific source code
- Hide enemy health text / enemy hit count
When testing THIS version (4885) we could exactly know if the performance bug was introduced with one of th development features, but I don't think it includes the performance bug, because it would have been reported earlier by the SCI users.
Download:
https://dl.dropbox.com/u/34560718/ja2_113_4885_SCI.exe
After that big merge, we did another merge from the development trunk. This was in revision 5108. The following features have been included
- Item size and weapon limits
- Show merc ranks in Strategy Screen before merc name
- Faster Bobby Ray Shipments
- AP cost for manipulating the merc inventory
- Allow attaching and using underbarrel weapons
- Added possibility to set individual Gear Kit names
- Externalized the maximum purchase amount (JA2 vanilla: 10) for Bobby Rays purchases per shipment
- Externalized AIM Veterans laptop site
- Added possibility to choose from 254 IMP faces
- ARSP - All Resolution Support Project
- AI Turn Speed Up (FF-MOD) -> HIGHSPEED_TIMER
- "Lock" / "Release" mouse cursor in tactical windowed mode, so the mouse can stay within window boundary
- Weapon overheating
- Resting weapons on a surfaces
- Externalized option on whether mercs can exit sector using grid exit in turn based mode
- Rework/Update: Ammo boxes and Ammo crates
- New Multiplayer Feature: Sharing same FOV (field of view) in a coop/team-dm (for friendly teams) game
A test with THIS version (5108) would also help to trace the performance issues. After that revision, all the 1.13 development takes place in the official source trunk.
Download:
https://dl.dropbox.com/u/34560718/ja2_113_5108_SCI.exe
The following features were added there:
- Allow attaching and using underbarrel weapons
- HAM 5
- Toggle scope modes
- Rifle Sling
- Display - mines/bombs/tripwires
- Layered hierarchical tripwire networks
- New drug system
- Block iron sights
- Zombies in tactical
- Bombs can now be armed from the inventory
- Traps made out of guns and a piece of tripwire
- Static fortifications can now be built by mercs
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EDIT: It seems the tactical slowdowns have something to do with the Zombie MOD.
I have compiled 2 new executables from the latest source code, but with the zombie feature disabled. For the 1.13 GameDir files, use the latest very unofficial SCI from Tais (located here: http://www.bears-pit.com/board/ubbthread...html#Post306175) or the latest SVN GameDir:
https://ja2svn.dyndns.org/source/ja2_v1.13_data/GameDir
1.) ja2_EN_5356_ZombiesOFF_HighspeedTimerON.exe: Zombies disabled and Highspeed Timer enabled
2.) ja2_EN_5356_ZombiesOFF_HighspeedTimerOFF.exe: Zombies disabled and Highspeed Timer disabled
I have packed both executables in a ZIP-Package.
https://dl.dropbox.com/u/34560718/ja2_EN_5356_ZombiesOFF_Versions.zip
Please try out both executables and report if the tacticl slowdown are gone.
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Here is a new executable compiled from the latest development source trunk, with the Zombie feature disabled. It also contains a few performance, memory fixes and fixes a CTD that could occur after a players turn.
Download:
https://ja2svn.dyndns.org/source/ja2_v1.13_data/GameDir/ja2_5393.exe
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[Updated on: Thu, 12 July 2012 17:37] by Moderator Report message to a moderator
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Re: FIXING the massive game slowdown[message #306456]
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Tue, 26 June 2012 00:08
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Crador |
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Messages:28
Registered:June 2012 |
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Um, excuse me for spoiling the fun, but. I was playing almost all builds of 1.13 from 4870 to latest (5353), v928 IoV, v3.65.1-2+ UC, v21 AIMNAS.
1) Since 1.13 exe revision 5300 i sometimes get serious Tactical game slowdowns after around hour of playing. Enemies start moving like in Bullet Time of Matrix, bullets follow same behavior and so on. Saving-exiting solves problem for next hour or so. Not so comfortable for Iron Man mode.
I would't post that, if not yours:
"2.) The slowdown happens only in Strategy Map (Tactical seems to work fine)"
2) Very rarely i got that Strategical Map slowdowns. 1 or 2 times at all, can't even remember on which build, just saved and restarted the game.
I have two different PCs:
- MS Windows 7 Pro x64, Intel Core-Quad Q9450 (2,67 Ghz), 8 GB RAM, Agility 3 SSD, GeForce GTX 480, clean gaming OS with latest drivers etc.
- MS Windows 7 Pro x86, Intel Core-Duo E4400 (2 Ghz), 2 GB RAM, some integrated Intel GPU crap, working OS filled with derelict trash.
Same problem of tactical slowdowns appeared on both and behaves equaly.
P.S. I have't tried Tais's Unofficial SCI's of latest AIMNAS. Not found of OCTH.
[Updated on: Tue, 26 June 2012 00:11] by Moderator Report message to a moderator
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Private 1st Class
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Re: FIXING the massive game slowdown[message #306484]
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Tue, 26 June 2012 08:26
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dinglehopper |
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Messages:134
Registered:January 2008 |
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From the descriptions so far, this sounds like a memory leak, just having a hard time figuring out why if affects some and not others. Seems like the i5s and i7s are doing fine, may be because they just have enough muscle to push through but that doesn't seem right.
Please continue to post your specs; but also list any changes you make to the ini, what selections you make when starting a new game, and any options you change in game. The more info you give the better, but at a minimum give the version, ncth or octh, number of mercs in a squad, resolution, and if high speed timer is enabled or not. There has to be something different that is causing slowdown for some and not for others, and chances are when we find the deference we will be able to isolate the problem and fix it.
Dh
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Sergeant
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Re: FIXING the massive game slowdown[message #306485]
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Tue, 26 June 2012 10:07
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wanne (aka RoWa21) |
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Messages:1961
Registered:October 2005 Location: Austria |
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The slowdowns defnitly happened after the official 4870 release, but we don't know exactly in which version the performance issues were included.
Between revision 4870 and 4885 the development source trunk was merged in the official source trunk. The following features were included:
- Externalized Vehicles
- Up to 255 save slots
- Externalized emails from Emails.edt to XML
- Externalized Hidden Towns (Tixa, Orta)
- Encyclopedia and Briefing Room, reachable from the laptop (this was later (in one of the latest 1.13 versions) disabled, because of huge memory problems which resulted in random crashes
- Improved interrupt system (IIS)
- Walking and sidestepping with weapon raised
- Increase squad size to 8 (800x600) and 8 and 10 (1024x768)
- UB specific source code
- Hide enemy health text / enemy hit count
When testing THIS version (4885) we could exactly know if the performance bug was introduced with one of th development features, but I don't think it includes the performance bug, because it would have been reported earlier by the SCI users.
After that big merge, we did another merge from the development trunk. This was in revision 5108. The following features have been included
- Item size and weapon limits
- Show merc ranks in Strategy Screen before merc name
- Faster Bobby Ray Shipments
- AP cost for manipulating the merc inventory
- Allow attaching and using underbarrel weapons
- Added possibility to set individual Gear Kit names
- Externalized the maximum purchase amount (JA2 vanilla: 10) for Bobby Rays purchases per shipment
- Externalized AIM Veterans laptop site
- Added possibility to choose from 254 IMP faces
- ARSP - All Resolution Support Project
- AI Turn Speed Up (FF-MOD) -> HIGHSPEED_TIMER
- "Lock" / "Release" mouse cursor in tactical windowed mode, so the mouse can stay within window boundary
- Weapon overheating
- Resting weapons on a surfaces
- Externalized option on whether mercs can exit sector using grid exit in turn based mode
- Rework/Update: Ammo boxes and Ammo crates
- New Multiplayer Feature: Sharing same FOV (field of view) in a coop/team-dm (for friendly teams) game
A test with THIS version (5108) would also help to trace the performance issues. After that revision, all the 1.13 development takes place in the official source trunk. The following features were added there:
- Allow attaching and using underbarrel weapons
- HAM 5
- Toggle scope modes
- Rifle Sling
- Display - mines/bombs/tripwires
- Layered hierarchical tripwire networks
- New drug system
- Block iron sights
- Zombies in tactical
- Bombs can now be armed from the inventory
- Traps made out of guns and a piece of tripwire
- Static fortifications can now be built by mercs
Now this is the latest revision 5355 which contains the performance issues for certain people. Now it is time to find out what exactly causes the problem.
I would suggest the following steps.
1.) Test the before HAM 5 build I posted in the first post. If it works fine, we know that HAM5 causes the problems. If not, we go to #2
2.) I will build a SCI with the 4885 executable to test THIS version for performance problems. If everything is fine we go to #3
3.) Again I will build a SCI with the 5108 executable. If no performance issues we know the bug was introduced lately between revision 5109 and revision 5355.
With those steps I hope we can trace down the performance problems and finally fix them.
EDIT: If we have several SCIs available we can also easily test for performance issues on the different versions.
[Updated on: Tue, 26 June 2012 10:09] by Moderator Report message to a moderator
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Re: FIXING the massive game slowdown[message #306531]
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Wed, 27 June 2012 01:04
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K0ukku |
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Messages:188
Registered:December 2009 |
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I also tested out SCI_113SVN_r5280_20120516.7z from Tais's SCI folder and found this to be playable too, not as smooth as the 5179 revision. First battle in A9 Omerta was smooth as it should be (enemies moving quickly, no freezes with the AI thinking etc), but the second one in A11 was _somewhat_ slow, but still very playable compared to the latest Tais SCI with integrated AIMNASV27.
I mean the same symptons, but the enemy slowdowns in this was just smaller. For example, when the enemy fires towards me, the bullets did a small slowdown, but not as Johnwoo like as in latest SCI with AIMNASV27 . Hard to explain really. Also small jams in strategic screen when I moved my team, as in the minutes are laggy in the very slowdown infested rev, but in 5179 the minutes scroll very smoothly.
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Staff Sergeant
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Re: FIXING the massive game slowdown[message #306813]
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Tue, 03 July 2012 23:05
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Tango |
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Messages:106
Registered:July 2006 |
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Not sure if this is any help to anyone but if I don't mention it...
Using the Rev 5355 .exe compiled by DepressiveBrot the slow downs only seem to start after certain actions. With the UC113 3.70 Adcap version if that matters.
In tactical mode the first enemy turn seems to work at normal speed as do player turns however subsequent enemy turns are significantly slower. Likewise a return to real time mode after this initial enemy turn will result in a much slower functioning. Has anyone else experienced this or is it a more general slow down?
In strategic mode (much more anecdotally) I was not getting any slow downs until I started moving squads on the strategic map. After which point the game seems to run much more slowly generally and memory usage climbs very steeply.
Edit to add:
On my older system so: Dual core P4 3Ghz, 2Gb Ram & XP SP3. Using VMWare to emulate the same setup on my newer system and experimenting with amounts of RAM avaliable seems to reduce the problems in strategic if I give the system over 4Gb but not in tactical.
[Updated on: Tue, 03 July 2012 23:08] by Moderator Report message to a moderator
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Sergeant
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