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Posted

I'm testing my first ZG 26 mission. When the flight lead hits the last WP before the AttackArea MCU (99minutes, medium priority, attack ground targets) the game crashes to desktop. 

 

From that waypoint there are also outputs to a 4 minute timer (RTB sequence), "in" on a stop village smoke routine, and to a trigger delete command (connected to a few vehicles and MGs firing). 

 

Is there a limit on the potential target amount within the attackarea range? I have 2x15 vehicle columns and a platoon of 4xba10m's. The crash isn't caused by them spawning or moving, I know that forsure. It is definitely when that WP is hit. (the vehicles spawn and start moving way before that last WP)

 

I rarely have used trigger delete command, but it seems like other have used it with no issue... really scratching my head here.

 

Man I hate those random issues that just devour time...

Posted

I saved three different versions of the mission. I deleted 1 of the 3 target link outs from that WP in each mission to isolate the problem. It was the delete trigger command.

 

And then later in the mission a complex trigger also has an out to a delete trigger command, that made the game crash aswell. I would just use "deactivate" like I did in all my Stuka missions, but apparently that doesn't help performance I only recently realized...so maybe I'll just leave the objects in the world be...left alone.

 

But wait, if I deactivate an object that is firing (mg, artillery ect) will that boost performance somewhat? I just want it to be optimized for the people who don't have i9,000,000 processors and gtx5,000's. (yes the i9,000,000, latest gaming tech from intel)  :P

Posted

What were you deleting?

It's takes a lot of stuff to start causing CPU bottlenecks honestly.

 

That said, why did you come to the conclusion that using activate/deactivate functionality doesn't save recourses?

Posted

I was deleting a few groups of units, all ground forces.

 

oh based on some thread on here, can't recall which one... basically it stated that deactivate makes something "disappear" but still infact uses resources, while deleting it does free up system resources. In my Stuka missions I deactivated everything once the player got at least 10km from them, maybe it was in vain... I am not sure.

 

takes a lot of stuff to start causing CPU bottlenecks? You must not be an AMD peasant :) 

Posted (edited)

I in fact have a Ryzen 7 chip - mondo power. :)

Much faster than my Intel i5 2500k

 

I know that Haash uses activate/deactivate quite a lot for his groups (some of which I've lifted)

I'd be curious for his input and Habu's.

Edited by Gambit21
Posted

Cool man. I have ye ol fx8350, just pushing it until it melts so I am forced to build a new system! 

 

I'll continue using deactivate again. I mean I can't even use delete without it crashing. Overall this first bf 110 mission has FAR less stuff going on then most of my Stuka missions did. 

Posted

Gambit, that's right, i didn't do any measurment since RoF, but that's what we discovered in RoF.

 

Activated unit take more ressource than Spawn unit. Even if the unit is not activated or deactivated, it took more ressource. So, deleting the activated units when you don't need it anymore is a good way to save ressource.

 

When you use activated unit, there is no micro freeze (or a little bit) when you activated them, because they are already present on the map but not visible. It's not the case with spawn because the unit do not exist and is been created by the spawn unit, that's why you could have some freese when many units spawn. Keep in mind that micro freeze depends of the server and the client PC power, and on a powerfull system, you could have no freeze, or used many units for having any freeze.

 

Netscape, it's strange your problem with the delete command.

 

Did you do some test on a test mission, with only one you unit that you delete ?

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