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#1
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Slow worlds
Anyone that ever ran a WR in DS/docked, and
has experienced a slow down over a long period of time, read on.
I run an ettin wolfling run for awhile now, several worlds have crashed, but most existed for over 200 hours. What I noticed each time is that the world slowed down, as well as saving and loading, up to the point loading and saving took a literal half an hour. For a long time, I've been under the impression it was the amount of histories saved, and as my recent world slowed down to a crawl again, I decided to delete all the histories, to see it if it would solve the long loading/saving time. After quite some work, I came to the conclusion, that whatever it was, it weren't the histories. As I learned more CAOS over the months, I remembered reading about the agent profiler(DBG: PROF). I ran it, and it appeared the bramboo berries were taking up alot more resources then they should. After reinjecting the bramboo script, 4000 agents were deleted. I've seen some error with the bramboo script when autokill was off, and I decided to investigate it. What happend was that a certain variable in some bramboo berries wasn't set right, killing the cane, and apparently killing the berries as well, but in fact the berries weren't killed, but sort of lingered in limbo. Confirmation of this were several pictures with misplaced bramboo in them, and suddenly falling petals, seemingly from nowhere. My guess is, that while the autokill kills the cane, it somehow doesn't totally kill agents attached to it. Another thing that I noticed before was grazer waste having a collision, but the script not firing. There were about 80 of these in my world, and I think the lack of the inst command and the heavy lag in the world, the scripts would sometime not activate, leaving even more agents in the world. But I haven't looked into this extensively. After reinjecting the bramboo, the saving and loading time went down from a half and hour to less then a minute (and alot less memory), I reinjected the fixed bramboo scripted, and tested it 30 hours without autokill on. I watched the agent count and it didn't went noticably up, and it would go down to around when I reinjected. Ofcourse here is the updated script, replace the one in your Docking Station\Bootstrap\010 Docking Station folder and just start a new world or type Quote:
It's just the same bramboo, but if you are running a long wolfling run (and have no 3rd party agents you're uncertain about), this should save you alot of time, annoyance, and frame rate dropping in the long run ![]() |
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#3
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I delete bramboo the moment I start a world
that isn't based in the Meso.
Just
takes up too much space. And C12DS is too massive to allow any extra
agents onboard.__________________
~Fly through a dream~ |
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#4
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Thanks for the info, and the script Vampess!
I'll
check your code later today. This will indeed be useful for the GWR if
what you say is true, and your code checks out. ![]() __________________
"What is the world coming to when people find something they don't understand and don't start poking it to see what it does?" -Danikat |
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#5
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I started using it last night, so far so good.
I think thsi will be very helpful for the GWR, in the last one I had to
remake my world several times.
__________________
Are you going to participate in the GWR 2.0 over at Nimandir's forums? We'd be happy to see you join us. http://creatures.imperialthrone.com/gwr/ |
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#6
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I've ran the world for 70 hours now, the agent
count remains steady around 1200 to 1500. An added effect I noticed is not
having to replant the bramboo, so that saves some work as well.
The grazer waste collision script not firing is not related to lag, nor does it cause it. So I'm leaving that alone ![]() As for the script testing true, ofcourse it will, otherwise I wouldn't have offered it. Furthermore I had a huge "I wish I'd known that earlier" feeling, because then I wouldn't have thought that even a gig ram wasn't sufficient, and I would've run my wolfling run alot more. I couldn't start it up, turn wolf control on, and walk away, I had to wait for the game to load. So I only ran it when I had a couple of hours, and I thought of it in time. Also, if I'd run it, my pc would almost go as slow as DS itself, but now I can do other stuff again ![]() So that's why I put it up; because it makes my creatures experience alot better, and CC shouldn't miss out ![]() |
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#7
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Well, I've tested it now... and... IT'S
AWESOME!
*Bows
in thankfulness to Vampess*__________________
"What is the world coming to when people find something they don't understand and don't start poking it to see what it does?" -Danikat |
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#8
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Thanks for the feedback TreeSprite
![]() I do have to say I expected more people to be interested in this.. It's not only WRs that slow down, but any world that's old. I like old worlds because they have mutated bacteria, alot of creature histories, etcera. Ofcourse, if anyone wants to spread the word about this updated script, I would appreciate it very much, as I think it's very important (the slowdowns annoyed me to quite some height) to have ![]() Also it's important to know that autokill doesn't kill agents flying relative to another, even though it looks that way. |
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#9
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I don't think it would help just with WRs, but
regular runs as well
![]() I downloaded it and will be using in all mu futue worlds. I might even try injecting it. I've only done injecting with caos once before. Thank you Vampess! |
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#10
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Thanks for this script, Vampess!
I've
put it on the Cwiki under the entry for Bramboo.__________________
The CCSF needs YOU! Please
sign up to be a part of the CCSF team! ![]() Creatures Community Spirit Festival 2006 |