Just wondering if anyone has any potential solutions to my super dooper lag problem. I don't know why but custom and game.exe give me super dooper lag, like 1/5th the frames I should be getting. Music runs 100% smooth in game and in custom too. How am I supposed to play you guys' games with turd framerates! I run in windows xp. Thanks a bunches.
How fast/slow is your computer? I know when I attempted to play OHR games on my dad's old computer (something in the range of 233 mhz processor) everything was horrendously slow. A computer close to that speed (or slower) could definitely cause slowdown like what you mentioned, with the music and sound playing at fairly normal speeds but everything movement-related going reeeeallly sloooow.
Also, is this an "all the time" thing or only in battle? If it's only happening in battle, it's possible that you're using a "mute" attack on an enemy that has no attacks that can be used when muted. This is a weird glitch in the engine; I'm guessing what happens is the enemies check for whether or not they can attack yet on every tick (~18 per second) rather than a way that might make more sense, like only checking when their HP goes into "desperation mode" or their mute status goes away and just doing nothing until then, so if there's no attacks things get really slow. 5 times slower sounds about right based on what I've seen when testing my own games, and my computer is normally plenty fast for the OHR.
Now, I'm not entirely sure if that's how it works (the "one attack check per tick when muted+ready-to-attack" thing), but it's the only reason I can think up for why a muted, can't-attack enemy would slow things down so much.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Also, is this an "all the time" thing or only in battle? If it's only happening in battle, it's possible that you're using a "mute" attack on an enemy that has no attacks that can be used when muted. This is a weird glitch in the engine; I'm guessing what happens is the enemies check for whether or not they can attack yet on every tick (~18 per second) rather than a way that might make more sense, like only checking when their HP goes into "desperation mode" or their mute status goes away and just doing nothing until then, so if there's no attacks things get really slow. 5 times slower sounds about right based on what I've seen when testing my own games, and my computer is normally plenty fast for the OHR.
Now, I'm not entirely sure if that's how it works (the "one attack check per tick when muted+ready-to-attack" thing), but it's the only reason I can think up for why a muted, can't-attack enemy would slow things down so much.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
I have a pretty good computer, I can run starcraft 2 and stuff like that with no problems. It is only custom.exe and game.exe that lag. The first 2-3 seconds seem lag free but then it lags up and never clears.
I have a laptop that runs everything just fine but I want to work on my game and play other people's games on my actual PC.
I have a laptop that runs everything just fine but I want to work on my game and play other people's games on my actual PC.
Which version are you using?
Has this always been a problem on that computer, or did it start after updating to some new version, or for some other reason?
You're using gfx_directx, correct? Click the icon at top left of the window; you'll see "Options" if it's gfx_directx.
You say it's lag free for a few seconds. Does it slow down gradually, or is there a jump when it becomes slow, and stays the same speed from then on?
Is there any difference when running fullscreen?
Can you post information about your hardware and DirectX version? For example, run dxdiag (windows key + R) and save the log.
This is slightly similar to bug 858.
You can probably work around the problem for now by using gfx_sdl instead of gfx_directx: just move or rename gfx_directx.dll.
Fnrrf, it sounds like unnecessary waits are occurs every time the enemy takes a turn, which it does over and over. Someone ought to fix that...
Has this always been a problem on that computer, or did it start after updating to some new version, or for some other reason?
You're using gfx_directx, correct? Click the icon at top left of the window; you'll see "Options" if it's gfx_directx.
You say it's lag free for a few seconds. Does it slow down gradually, or is there a jump when it becomes slow, and stays the same speed from then on?
Is there any difference when running fullscreen?
Can you post information about your hardware and DirectX version? For example, run dxdiag (windows key + R) and save the log.
This is slightly similar to bug 858.
You can probably work around the problem for now by using gfx_sdl instead of gfx_directx: just move or rename gfx_directx.dll.
Fnrrf, it sounds like unnecessary waits are occurs every time the enemy takes a turn, which it does over and over. Someone ought to fix that...



