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Production Anim Slowdown Bug |
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Aug 10 2009, 12:50 PM
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Stealth Tank
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This is a strange little bug that no one has yet been able to solve.
VK put it down to DARKEN.SHP being drawn twice, but im not sure...
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Aug 10 2009, 05:03 PM
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Tick Tank
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QUOTE (CCHyper @ Aug 10 2009, 03:50 PM) This is a strange little bug that no one has yet been able to solve.
VK put it down to DARKEN.SHP being drawn twice, but im not sure... If I play with the WaveClass error-fix ddraw.dll, the game works generally about 200% faster and I also don't get this bug. However, since the DLL seems to increase reconnection errors (at least for me), I usually don't use it and I do get this bug. Also, disabling DirectDraw acceleration seems to have the same effect on the game as using the ddraw.dll (fixing this bug, fixing waveclass errors and making the game faster). I'm not sure if this bug is related to these DirectDraw accelerations or if it's fixed just because the game works much faster than usually. But if they are related I think this information could be useful for you.
This post has been edited by ^Rampastein: Aug 10 2009, 05:07 PM
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Aug 10 2009, 05:57 PM
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Stealth Tank
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QUOTE (^Rampastein @ Aug 10 2009, 06:03 PM) If I play with the WaveClass error-fix ddraw.dll, the game works generally about 200% faster and I also don't get this bug.
However, since the DLL seems to increase reconnection errors (at least for me), I usually don't use it and I do get this bug.
Also, disabling DirectDraw acceleration seems to have the same effect on the game as using the ddraw.dll (fixing this bug, fixing waveclass errors and making the game faster).
I'm not sure if this bug is related to these DirectDraw accelerations or if it's fixed just because the game works much faster than usually. But if they are related I think this information could be useful for you. Its nice to see that when i come to Tiberium Web, people always provide me with in depth information Interesting to know that it causes some reconnection issues...
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Aug 10 2009, 07:52 PM
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Forum Administrator
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Seems VK is right... Darken.shp really is the main cause for the slowdown, although there is still a slight slowdown even when darken.shp has been made completely transparant (filled up with color#0)... Apparnetly the gclock2.shp anim has a fixed number of frames and removing some frames just make it play shorter, but whatever is being produced will still be building a little while after the gclock2.shp anim has stopped playing (so that obviously isn't much of a fix after all). I just tried modifying the darken.shp anim however and found that the fewer visible pixels it has, the less/shorter the slowdown will be. For me the slowdown is only noticable when playing on gamespeed 6 offline however, so I personally don't require a fix for this. I attached an Eache02.mix file with a darken.shp file inside for whoever does experience the problem more severely (darken.shp now just looks like a small X in the middle and a a border against the edge of the cameos). If this still doesn't get the game to run normally when building stuff on gamespeed 5 (although it should at least improve it), you can try making the anim entirely black instead.
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Aug 11 2009, 07:39 AM
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Tick Tank
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Thanks Bittah.. fixed the problem entirely for me Earlier the game always dropped from 60 FPS (gamespeed 5, I tested with -MPDEBUG) to 20 FPS when building cheap buildings like pavement.. Now it doesn't affect at all, stays at 60 all the time (with 1280x1024). Also, logically, if I run at a resolution lower than 1024x768, the slowdown is unnoticable (I quess that darken.shp doesn't get drawn on so many cameos - less slowdown).
This post has been edited by ^Rampastein: Aug 11 2009, 07:40 AM
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Aug 11 2009, 09:29 AM
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Stealth Tank
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My assumption is, that for every tick the gclock2.shp is drawn on the built building, the darken.shp is drawn on every other building. Since TS has by default no hardware acceleration and transparent anims (like gasclouds) can cause lags ingame too, i assume that drawing in a short time 55 times a transparent layer on all cameos is too much for the engine.
And your tests have shown, that minimizing the transparent drawing work for the engine, reduces the lag what supports this assumption.
That's why i think the only way to fix this would be a code optimization, but i'm not sure if Hyper can go that deep in the code. e.g. -draw darken.shp only once on all visible cameos in the sidemenu when the construction has started -update cameos with the darken.shp which appear in the sidemenu after scrolling upwards/downwards (and only those new cameos) -when construction is finished, update all cameos to show the non-darked cameo again. -adjust the number of shown frames from gclock2.shp concerning the cost and buildspeed of the current building (100 Credits building shows only 4 frames 1000 Credits building shows half the frames 2000 Credits building shows all frames)
This post has been edited by Lin Kuei Ominae: Aug 11 2009, 09:30 AM
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Aug 11 2009, 11:52 AM
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Stealth Tank
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QUOTE (Lin Kuei Ominae @ Aug 11 2009, 10:29 AM) My assumption is, that for every tick the gclock2.shp is drawn on the built building, the darken.shp is drawn on every other building. Since TS has by default no hardware acceleration and transparent anims (like gasclouds) can cause lags ingame too, i assume that drawing in a short time 55 times a transparent layer on all cameos is too much for the engine.
And your tests have shown, that minimizing the transparent drawing work for the engine, reduces the lag what supports this assumption.
That's why i think the only way to fix this would be a code optimization, but i'm not sure if Hyper can go that deep in the code. e.g. -draw darken.shp only once on all visible cameos in the sidemenu when the construction has started -update cameos with the darken.shp which appear in the sidemenu after scrolling upwards/downwards (and only those new cameos) -when construction is finished, update all cameos to show the non-darked cameo again. -adjust the number of shown frames from gclock2.shp concerning the cost and buildspeed of the current building (100 Credits building shows only 4 frames 1000 Credits building shows half the frames 2000 Credits building shows all frames) Im gonna just hit on one line you said, "That's why i think the only way to fix this would be a code optimization, but i'm not sure if Hyper can go that deep in the code." Correctomondo, this is something you modders are gonna have to fix until i fully undersand how SHP drawing actualy works. Though people have said that the "RA2" DDRAW.DLL seems to stop this...
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Aug 11 2009, 02:39 PM
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Tick Tank
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QUOTE (CCHyper @ Aug 11 2009, 02:52 PM) Though people have said that the "RA2" DDRAW.DLL seems to stop this... Yeah, and not only the ddraw.dll, but turning DirectDraw acceleration off (by run -> dxdiag) also stops the bug (with or without the dll, post #3). I personally think that this isn't so important anymore since it can be fixed by just modifying darken.shp.
This post has been edited by ^Rampastein: Aug 11 2009, 02:41 PM
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Aug 24 2009, 10:51 PM
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Stealth Tank
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So this is still something i have to take note of?
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Apr 27 2010, 03:55 PM
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Technician
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Yup, like all build lag fixes ive tried it fixes it at first then crashes, needing a restart. Posting here seems kinda pointless since last post was NOV 09 and the forum seems kinda dead but whatever, maybe a year down the road a fix happens and I might want to play tibsun again. (This is XP home editon, directx 9.0c, GTX 260, dual core system)
Things I have tried to get rid of lag + play:
-Updated to newest video drivers + downgraded to oldest video drivers for my card (gtx 260) ineffective
-Compatibility is ineffective past limiting cores to one
-Ddraw.ddl from my system folder, RA2 installation, and a edited ddraw from another forum for tib sun all causes artifacts and requires restart
-Can only reduce ddraw acceleration in my display properties (too far and I get a black screen on start-up, not far enough = no effect)
-Reinstalled tibsun several times, all fixes tried with unpatched version, patched version, and TFD version (the first decade)
-Edited Darken.shp and gclock2.shp several times any edit that fixes the lag or improves it causes a crash 10-15 minutes into gameplay
- Tried the attachment in this thread, it fixes the lag perfectly but like all fixes it crashes 15 mins in and requires a restart
- Reducing resolution is ineffective
- Tib is always set to using 1 core
Things I have yet to try:
-Slotting in an older card
-Downgrading to windows ME (that has its own problems
-Reformatting (would but currently on a wireless usb stick with pitiful downloads and a cd-dvd drive that is broken (cannot burn cds) and do not feel the urge to redownload 200 gb of iso files)
*sigh* i think its just my card that does not like tiberian sun, I want to play it but I do not have my old radeon 9800 anymore or a computer that would run that old pos.
This lag just ruins the game for me personally, I cannot play with it and I cannot find a fix that does not crash my system after 10 mins or immediately artifacts my card, my card is properly seating, has sufficient cooling and is NOT overheating. W/e
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Apr 27 2010, 04:27 PM
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Tick Tank
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QUOTE (Styx221 @ Apr 27 2010, 06:55 PM) -Edited Darken.shp and gclock2.shp several times any edit that fixes the lag or improves it causes a crash 10-15 minutes into gameplay
- Tried the attachment in this thread, it fixes the lag perfectly but like all fixes it crashes 15 mins in and requires a restart The fix shouldn't cause any crashes. Could you post the except.txt from TS' folder to the Internal Errors topic? QUOTE (Styx221 @ Apr 27 2010, 06:55 PM) -Downgrading to windows ME (that has its own problems Would likely just cause more problems as it probably doesn't support your hardware. QUOTE (Styx221 @ Apr 27 2010, 06:55 PM) *sigh* i think its just my card that does not like tiberian sun, I want to play it but I do not have my old radeon 9800 anymore or a computer that would run that old pos. I know many people who play TS with GPUs as new and powerful as yours and they've got no problems. Anyway, post the except.txt and we might be able to get the problem solved (assuming Hyper reads it, of course).
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Apr 28 2010, 09:19 PM
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Commando
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I only had slowdowns when I had the ole' Ultima Mod on my old computer. gclock2.shp I thought was causing the problem because of when I viewed it with XCC. Offtopic but what about the rclock2.shp? Does that effect anything? EDIT:I thought this whole thing was caused by the BuildingTypes list in Rules INI being longer. The longer it is, the slower it builds. Oh sorry, the game ITSELF slows down with gclock2.shp.
This post has been edited by Devastator: Apr 28 2010, 09:21 PM
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