Here is the comprehensive test patch. Breaks references to eye particle effects for air elementals, earth elementals, efreeti, galeb duhr, and vortexes. Intended to fix lag in all locations. Please download and test. http://files.co8.org/patch/lag_testing_patch_05272012.rar extract contents of .rar to ToEE root directory and overwrite start a game console Code: from t import * console Code: t() console Code: uberizemajor() To test the Air Node: console Code: tp(5081,477,483) To test the Earth Node: console Code: tp(5082,484,473) To test the Fire Node: console Code: tp(5083,505,495) To test Temple Level 4: console Code: tp(5080,479,588) To test Temple Level 2: console Code: tp(5067,488,539)
My own testing results with this are: Air Node - no lag Earth Node - one brief blip near the gorgons Fire Node - significant lag again to the right side Temple Level 4 - no lag Temple Level 2 - no lag Maybe the efreeti have issues with their blue fluffies after all, and maybe the gorgons need to lose their eyes anyway. Will wait for more feedback from you all.
Particle Calculator Queue first-in first-out Assuming the particle-calculator have a number of queue like [7] and firefrog has the function call of 'eyes', thus if the object is activated, the particle-calculator calls all the sub-processes: "particle effects" who are within the same branch of function parameter 'eyes' limited only to the creatures who have the function call in a particular map, 'IF' there are 9 particle effects for nine different creatures within the map, and does cannot exceed its queue [7] halts down the remaining [2] which creates lockdown to the particular place, 'IF' a particle-effect bearer is activated within your party's range. Example: [][][][][][][] Queue Slots for the Particle-Calculator 1 2 3 4 5 6 7 <8,9> 8 and 9 are waiting to be queue'd inside the calculator, which creates temporary lockdown to the nodes. They are the particle effectors w/ a function call of 'eyes'. Particles effects are the sub-process of the host process. How will I explain this? :dizzy: I think if you redistribute the function call 'Eyes Glow' to the other elementals which is labeled as 'eyes' might help the particle-calculator to not exceed the queue slots, thus creating no more lockdowns, maybe by changing the function call 'eyes' of Efreeti to 'Eyes Glow' and other creatures who are particle-bearers within the node. I don't know if this make any sense to you, but you may try to create a scenario were creatures who have the 'eyes' particle-effect bearers spawned in a map exceeding the # of particle bearers in the nodes, try to move your character. If there is any lockdowns like the one's in the nodes, then my assumption is correct.
Here are my test results: Air Node - little lag Fire Node - little lag Earth Node - no lag Temple Level 2 - little lag Temple Level 4 - no lag Very nice results for a low-end computer LoL :joy:
Air Node: lag lasting approximately 1 second at worst. Lag only occurred when party was on right side of map, and either on left side of map or when in lower area (I can't remember which). Earth Node: lag lasting approximately 2 seconds at worst. Fire Node: lag and temporary lockups lasting approximately 26 seconds at worst. Greater Temple: lag lasting fractions of a second. 1 temporary lockup lasting approximately 10 seconds when moving along (western) corridor towards room with 3 Greater Temple Ogre Leaders in it (Senshock cast a spell immediately after the lockup). 1 temporary lockup lasting approximately 5 seconds immediately after the combat against Hedrack and his entourage. Temple of Elemental Evil dungeon level 2: lag lasting fractions of a second. Conclusion: all of the lag fixes in lag_testing_patch_05272012.rar have significantly improved game performance (i.e. lessened the problem of lag and lockups) in all of the maps except the Fire Node (where the changes made to the mobs have made lag worse in the Fire Node than is experienced in the Circle of Eight Modpack 7.2.0 NC), and I didn't notice any difference in the Temple of Elemental Evil dungeon level 2 compared to 7.2.0 NC (but I'm sure the changes would be an improvement because I have experienced noticeable lag on that map in previous playthroughs of the game). Note: after I had entered the console codes t() uberizemajor() if I tried to click on an item in a character's inventory, or if I tried to loot a corpse, or if I clicked on the Fire Power Gem (left on the ground after the Balor Guardian died), then the game permanently stopped responding (crashed/hung/locked up). This happened EVERY time that I tried to do any of these things after entering those console codes. Those console codes are seriously bugged!
Okay, thanks for testing gazra. We will have to simply revert the efreeti to what they were and all should be good again in the Fire Node.
I always thought that it's about the animated background (that's why in Fire Note it is worst), I got crashes always when on max resolution + moving screen + party moving. I am not sure if it's based on animated gifs or static jpgs that change so fat that it seems like lava and fire is there. Is there a chance to try fire note with removed graphics? (probably not )
Every other thing was already tried long ago. It's the particle effects, and happily, lag is now largely gone.
Question: is there any game effect to rescuing the folks from the various nodes aside from the usual XP/treasure?
Re: Volunteers Needed: Jerkstop Testing My Hommlet is clear of jerk-stopping. However, the area in the Greater Temple where the two wizards stand is quite bad - and beyond them up to the circular room where the oozes are. Has anyone else had difficulty with this area? I can't remember if I had this problem 3 years ago, when I played last.
Re: Volunteers Needed: Jerkstop Testing Jerkstop's officially dead Basil, but while lag has been greatly reduced overall, it's still not eliminated entirely, and Temple 4 is still one of the hot spots.
Re: Volunteers Needed: Jerkstop Testing The lag is probably caused by the elementals' particle effects. Would probably be fixed by making them concealed.
Re: Volunteers Needed: Jerkstop Testing Ah, thanks for the update Gaear. I thought that since Hommlet had improved so much since my last play that the issue was mostly resolved. So, on Level 4, just tread carefully. Sitra, when you say the elementals' particle effect, do you mean the gateways to the nodes? I guess it doesn't matter where the party is located since the whole level is loaded up. But what do I know about such things! Btw, Sitra, I loved the barrier wall at the Earth Temple. I suppose one doesn't get the full effect of the Reactive Temple unless charging through as Lawful Good, like I did years ago alpha testing for you. Whatever happened to the gradual retreat that the Traders made out of Hommlet? Killing the stonemason and then the miller with the explosion was cool!