framerate dramatically slowing down in some map areas...

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Locked
User avatar
WARCHILD_89
Posts: 452
Joined: Sun Nov 17, 2013 12:27 pm
Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

framerate dramatically slowing down in some map areas...

Post by WARCHILD_89 »

Hey guys,

I use the flashlight by "the zombie killer" and somehow for unknown reason it slows down my framerate to a dia show and every frame is seen at least for 2 seconds...with other words: the game becomes unplayable slow, even very simple designed areas and redesigning the area does not work.... does anybody have an idea why this happens?


https://fbcdn-sphotos-g-a.akamaihd.net/ ... 5536_o.jpg
User avatar
WARCHILD_89
Posts: 452
Joined: Sun Nov 17, 2013 12:27 pm
Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

Re: framerate dramatically slowing down in some map areas...

Post by WARCHILD_89 »

okay, I figured out it has definitely something to to with the Action I´m Using

ACTOR FlashLightBeam
{
+NOGRAVITY
+NOCLIP
+NOBLOCKMAP
+DONTSPLASH
+THRUACTORS
Renderstyle None
Radius 1
Height 1
States
{
Spawn:
TNT1 AABC 1 A_AlertMonsters(10.0)//Alert monsters causes the flashlight to slow down the game in some areas for unknown reason
Stop
}
}


The point is, the flashlight works fine when removing the "Alert Monsters" action....
User avatar
Popsoap
Posts: 43
Joined: Wed Jun 30, 2010 1:18 pm

Re: framerate dramatically slowing down in some map areas...

Post by Popsoap »

WARCHILD_89 wrote: A_AlertMonsters(10.0)//Alert monsters causes the flashlight to slow down the game in some areas for unknown reason
Was the area populated heavily with monsters? This looks like it was doing a ton of distance checks for alerting them.
User avatar
WARCHILD_89
Posts: 452
Joined: Sun Nov 17, 2013 12:27 pm
Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

Re: framerate dramatically slowing down in some map areas...

Post by WARCHILD_89 »

There are no monsters in these areas, the areas are empty because at the moment the map design has priority and is under construction, I have only a few finished areas with lots of things (Monsters, Linedefs, Skybox viewpoints, dynamic lights.....) and I got no problems, so why is it slowing down in an area containing absolutely nothing? :shock:
User avatar
WARCHILD_89
Posts: 452
Joined: Sun Nov 17, 2013 12:27 pm
Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

Re: framerate dramatically slowing down in some map areas...

Post by WARCHILD_89 »

Popsoap wrote:
WARCHILD_89 wrote: A_AlertMonsters(10.0)//Alert monsters causes the flashlight to slow down the game in some areas for unknown reason
Was the area populated heavily with monsters? This looks like it was doing a ton of distance checks for alerting them.


I found a solution, it´s not perfect but much better now. Problematical areas are still lagging, but less. The game stays playable. I changed the code to reduce the distance checks. They are now made randomly, so the number of checks depend on the value I set:


ACTOR FlashLightBeam
{
projectile
+NOGRAVITY
//+NOCLIP
+NOBLOCKMAP
+DONTSPLASH
+THRUACTORS
+PAINLESS
Speed 14
Renderstyle "None"
Radius 4
Height 4
States
{
Spawn:
TNT1 AABC 1
goto Death
Death:
TNT1 A 0 A_jump(100,"AlertMonster") // "100" is the random value reaching from 0 to 256 as known.
Stop
AlertMonster:
TNT1 A 0 A_AlertMonsters(15.0)
Stop
}
}

However it has a silly but logical side effect:
The lower the value, the less the game will lag in the problematical areas, but the monsters will also have a random time to react, when being illuminated...

So You see it is still not a perfect solution, but a little improvement.
User avatar
edward850
Posts: 5889
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
Contact:

Re: framerate dramatically slowing down in some map areas...

Post by edward850 »

This could be debugged if you uploaded an example wad.
User avatar
WARCHILD_89
Posts: 452
Joined: Sun Nov 17, 2013 12:27 pm
Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

Re: framerate dramatically slowing down in some map areas...

Post by WARCHILD_89 »

Yes but how and where.....

I also changed the code to make the flashlight be bullet puffs, not missiles and it works, but alerting monsters does still not work.
User avatar
edward850
Posts: 5889
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
Contact:

Re: framerate dramatically slowing down in some map areas...

Post by edward850 »

WARCHILD_89 wrote:Yes but how and where.....
To any file shearing service you deemed fit. If you honestly don't know any, point your browser to dropbox and start there.
User avatar
WARCHILD_89
Posts: 452
Joined: Sun Nov 17, 2013 12:27 pm
Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

Re: framerate dramatically slowing down in some map areas...

Post by WARCHILD_89 »

problem solved.

I have to buy a more powerful computer, this is the solution.
User avatar
cocka
Posts: 1520
Joined: Sat Jul 02, 2011 7:21 am
Location: Hungary

Re: framerate dramatically slowing down in some map areas...

Post by cocka »

If you honestly don't know any, point your browser to dropbox and start there.
And how about Google drive? I haven't found file hosting service with so high uploading speed and stability.

Storage space at least 15 GB and there is no file size limit and of course they won't delete your files if someone hasn't downloaded them for at least 90 days.
User avatar
WARCHILD_89
Posts: 452
Joined: Sun Nov 17, 2013 12:27 pm
Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

Re: framerate dramatically slowing down in some map areas...

Post by WARCHILD_89 »

could give it a try .... thanks
Locked

Return to “Editing (Archive)”