Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

unplayable lag time

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> World in Flames >> Tech Support >> unplayable lag time Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
unplayable lag time - 2/26/2014 11:42:05 PM   
joshuamnave

 

Posts: 967
Joined: 1/8/2014
Status: offline
It's taking me increasingly longer to move units, HQ's and otherwise. It started off as just HQ's, then within a turn, every unit was taking 30 seconds to a minute to move.

This happened following the collapse of Vichy, which itself took the game nearly a minute to do, before crashing. I reloaded, collapsed Vichy again, and this time it worked (although still with a long delay). The load time for moving units started in the next impulse. I'm uploading two saves - the first is the save immediately prior to collapsing Vichy. The second is the save at the point at which the lag became unplayable.

I had stopped playing for a while, because the supply bugs and the convoy bugs were sapping the fun out of the game for me. I had hoped this patch would make things more tolerable, but this is far far worse. Hopefully, not collapsing Vichy will let me continue to play, albeit with a changed strategy, otherwise the game is currently unplayable.


Attachment (1)
Post #: 1
RE: unplayable lag time - 2/26/2014 11:42:47 PM   
joshuamnave

 

Posts: 967
Joined: 1/8/2014
Status: offline
Here's the second save. Try moving the Japanese units.

Attachment (1)

(in reply to joshuamnave)
Post #: 2
RE: unplayable lag time - 2/27/2014 3:05:12 AM   
WarHunter


Posts: 1207
Joined: 3/21/2004
Status: offline
This save game was loaded into a pristine non-modded updated MWiF game.

40 secs to pick up and move Yamamoto HQ from 1 hex. Another 40 secs to place it.

Moving any Japanese unit or undoing any units move caused a delay of about 40sec per unit. Each unit was timed as it was moved in asia.

Moving any Italian or German unit or undoing any moved unit, caused no delays. As fast as i could click them and move them was the delay.

Debarking Japan armor from sea zone to Shanghai, no delay.

Declaring a Japanese attack with 1 unit in China took about 40sec. This involved picking the single unit up and moving into the hex to be attacked.

If using the Declare Attack menu, no delay.

Advance after combat in China took a total of 80 sec to complete 1 unit advance into hex.

Finnish advance after combat took 80sec total to move 1 unit.

Moving Russian units caused a 40sec delay. This was for any unit moving into or out of Bessarabia.

That's all i could take.



_____________________________


“We never felt like we were losing until we were actually dead.”
Marcus Luttrell

(in reply to joshuamnave)
Post #: 3
RE: unplayable lag time - 2/27/2014 3:59:32 AM   
joshuamnave

 

Posts: 967
Joined: 1/8/2014
Status: offline
I back tracked and didn't collapse Vichy. The lag time dropped substantially, but is still noticeably much worse than pre patch. Additionally, the Bermuda triangle bug has become worse, affecting units in parts of China where it was not previously a problem.

(in reply to WarHunter)
Post #: 4
RE: unplayable lag time - 2/27/2014 10:01:37 AM   
joshuamnave

 

Posts: 967
Joined: 1/8/2014
Status: offline
Turns out that declaring war on Russia also drastically increases the load time to move units. Unplayable.

Unacceptable. This needs a hotfix.

(in reply to joshuamnave)
Post #: 5
RE: unplayable lag time - 2/27/2014 3:53:48 PM   
joshuamnave

 

Posts: 967
Joined: 1/8/2014
Status: offline
I tried surrendering China to see if having one less belligerent would help any. It did not. Most units on the eastern front are still affected. An Italian HQ, all alone in Italy, takes 30 seconds to move. Italian units in Egypt are affected, both before and after the conquest of Egypt. Most perplexingly, Japanese units in a conquered China, 1000s of miles from the action, are taking 40+ seconds each to move. Japan is not at war with Russia (or anyone else for that matter).

(in reply to joshuamnave)
Post #: 6
RE: unplayable lag time - 2/27/2014 4:40:42 PM   
bo

 

Posts: 4176
Joined: 5/1/2009
Status: offline
quote:

ORIGINAL: Zartacla

It's taking me increasingly longer to move units, HQ's and otherwise. It started off as just HQ's, then within a turn, every unit was taking 30 seconds to a minute to move.

This happened following the collapse of Vichy, which itself took the game nearly a minute to do, before crashing. I reloaded, collapsed Vichy again, and this time it worked (although still with a long delay). The load time for moving units started in the next impulse. I'm uploading two saves - the first is the save immediately prior to collapsing Vichy. The second is the save at the point at which the lag became unplayable.

I had stopped playing for a while, because the supply bugs and the convoy bugs were sapping the fun out of the game for me. I had hoped this patch would make things more tolerable, but this is far far worse. Hopefully, not collapsing Vichy will let me continue to play, albeit with a changed strategy, otherwise the game is currently unplayable.



Hi Zartacla and Warhunter

Are you playing a net play game or a solitaire game?

Bo

< Message edited by bo -- 2/27/2014 5:42:17 PM >

(in reply to joshuamnave)
Post #: 7
RE: unplayable lag time - 2/27/2014 4:47:02 PM   
WarHunter


Posts: 1207
Joined: 3/21/2004
Status: offline

quote:

ORIGINAL: bo

quote:

ORIGINAL: Zartacla

It's taking me increasingly longer to move units, HQ's and otherwise. It started off as just HQ's, then within a turn, every unit was taking 30 seconds to a minute to move.

This happened following the collapse of Vichy, which itself took the game nearly a minute to do, before crashing. I reloaded, collapsed Vichy again, and this time it worked (although still with a long delay). The load time for moving units started in the next impulse. I'm uploading two saves - the first is the save immediately prior to collapsing Vichy. The second is the save at the point at which the lag became unplayable.

I had stopped playing for a while, because the supply bugs and the convoy bugs were sapping the fun out of the game for me. I had hoped this patch would make things more tolerable, but this is far far worse. Hopefully, not collapsing Vichy will let me continue to play, albeit with a changed strategy, otherwise the game is currently unplayable.



Hi Zartacla and Warhunter

Are you playing a net play game or a solitaire game?

Bo

I downloaded both of Zartacla game files. They are solo games. Loaded them on my machine. Played them with both a modded game and unmodded game. Played through the entire turn into the allied turn.

The only thing i changed. Turned off the in game Music, Videos, Sound effects. Turned on Set die rolls.

Once i realized the extent of the slow down on all fronts across the game. I restarted and began timing the moves.

Good Luck.

_____________________________


“We never felt like we were losing until we were actually dead.”
Marcus Luttrell

(in reply to bo)
Post #: 8
RE: unplayable lag time - 2/27/2014 4:49:41 PM   
joshuamnave

 

Posts: 967
Joined: 1/8/2014
Status: offline
Solitaire. And I also play with the music, sound effects and videos off.

(in reply to WarHunter)
Post #: 9
RE: unplayable lag time - 2/27/2014 5:49:10 PM   
joshuamnave

 

Posts: 967
Joined: 1/8/2014
Status: offline
Completely broken now. Try to return the Italian fleet in the eastern med to base.

Attachment (1)

(in reply to joshuamnave)
Post #: 10
RE: unplayable lag time - 2/27/2014 8:18:10 PM   
michaelbaldur


Posts: 4774
Joined: 4/6/2007
From: denmark
Status: offline

now at least it is out in the open

_____________________________

the wif rulebook is my bible

I work hard, not smart.

beta tester and Mwif expert

if you have questions or issues with the game, just contact me on Michaelbaldur1@gmail.com

(in reply to joshuamnave)
Post #: 11
RE: unplayable lag time - 2/27/2014 8:34:09 PM   
khucke

 

Posts: 35
Joined: 11/18/2013
Status: offline
Can you elaborate on the meaning of 'it'?

(in reply to michaelbaldur)
Post #: 12
RE: unplayable lag time - 2/27/2014 8:41:00 PM   
michaelbaldur


Posts: 4774
Joined: 4/6/2007
From: denmark
Status: offline

unplayable lag time

_____________________________

the wif rulebook is my bible

I work hard, not smart.

beta tester and Mwif expert

if you have questions or issues with the game, just contact me on Michaelbaldur1@gmail.com

(in reply to khucke)
Post #: 13
RE: unplayable lag time - 2/27/2014 8:46:52 PM   
khucke

 

Posts: 35
Joined: 11/18/2013
Status: offline
I suspected you meant something like 'This game is positively unpatchable'.

(in reply to michaelbaldur)
Post #: 14
RE: unplayable lag time - 2/27/2014 8:48:43 PM   
michaelbaldur


Posts: 4774
Joined: 4/6/2007
From: denmark
Status: offline

quote:

ORIGINAL: khucke

I suspected you meant something like 'This game is positively unpatchable'.


you should not assume what I mean

_____________________________

the wif rulebook is my bible

I work hard, not smart.

beta tester and Mwif expert

if you have questions or issues with the game, just contact me on Michaelbaldur1@gmail.com

(in reply to khucke)
Post #: 15
RE: unplayable lag time - 2/28/2014 12:47:02 AM   
Zorachus99


Posts: 1066
Joined: 9/15/2000
From: Palo Alto, CA
Status: offline

quote:

ORIGINAL: michaelbaldur


quote:

ORIGINAL: khucke

I suspected you meant something like 'This game is positively unpatchable'.


you should not assume what I mean


What do you mean by that?

_____________________________

Most men can survive adversity, the true test of a man's character is power. -Abraham Lincoln

(in reply to michaelbaldur)
Post #: 16
RE: unplayable lag time - 2/28/2014 2:09:41 AM   
dplummer

 

Posts: 43
Joined: 1/6/2008
Status: offline
Gave it a shot and single ship at a time I could get to work in around 10-15 seconds, whole fleet gave up after about 4 minutes.

I am seeing lags for single land units of around 2-4 seconds each move.

(in reply to joshuamnave)
Post #: 17
RE: unplayable lag time - 2/28/2014 6:10:15 AM   
michaelbaldur


Posts: 4774
Joined: 4/6/2007
From: denmark
Status: offline

quote:

ORIGINAL: dplummer

Gave it a shot and single ship at a time I could get to work in around 10-15 seconds, whole fleet gave up after about 4 minutes.

I am seeing lags for single land units of around 2-4 seconds each move.


you have it easy. as a beta tester it have annoyed me for some time.

but steve is working hard at this issue, right now.

it is his top priority

somehow it got a little worse with the last patch.

but you can be sure that there are fixes in the next patch.

_____________________________

the wif rulebook is my bible

I work hard, not smart.

beta tester and Mwif expert

if you have questions or issues with the game, just contact me on Michaelbaldur1@gmail.com

(in reply to dplummer)
Post #: 18
RE: unplayable lag time - 2/28/2014 1:21:22 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Sorry everyone, this is indeed Steve's top priority and we are trying to get it fixed in time for the weekend.

Regards,

- Erik


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to michaelbaldur)
Post #: 19
RE: unplayable lag time - 3/1/2014 12:20:00 AM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: WarHunter

This save game was loaded into a pristine non-modded updated MWiF game.

40 secs to pick up and move Yamamoto HQ from 1 hex. Another 40 secs to place it.

Moving any Japanese unit or undoing any units move caused a delay of about 40sec per unit. Each unit was timed as it was moved in asia.

Moving any Italian or German unit or undoing any moved unit, caused no delays. As fast as i could click them and move them was the delay.

Debarking Japan armor from sea zone to Shanghai, no delay.

Declaring a Japanese attack with 1 unit in China took about 40sec. This involved picking the single unit up and moving into the hex to be attacked.

If using the Declare Attack menu, no delay.

Advance after combat in China took a total of 80 sec to complete 1 unit advance into hex.

Finnish advance after combat took 80sec total to move 1 unit.

Moving Russian units caused a 40sec delay. This was for any unit moving into or out of Bessarabia.

That's all i could take.



You say that there is an attached saved game, but there isn't. I'm going to work with Zartacla's saved games to make sure the changes I make will solve the problems he encountered, but I would like to have your saved game for the problems you reported herein. That would let me make sure I have solved the difficulties you ran into too.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to WarHunter)
Post #: 20
RE: unplayable lag time - 3/1/2014 1:14:30 AM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: dplummer

Gave it a shot and single ship at a time I could get to work in around 10-15 seconds, whole fleet gave up after about 4 minutes.

I am seeing lags for single land units of around 2-4 seconds each move.

I would like to have a saved game of this (zip the GAM file and attach it to a post in this thread). I've solved the problem that Zartacla was having with time delay when returning naval units to base. I would like to test those changes using your saved game to see if they solve your problem.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to dplummer)
Post #: 21
RE: unplayable lag time - 3/1/2014 1:16:45 AM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: Zartacla

Completely broken now. Try to return the Italian fleet in the eastern med to base.

I've made some changes over the past couple of days which appear to have fixed this problem. Using your saved game, I was able to return naval units to base individually or as groups with the response time under 10 milliseconds (I have a debug feature that reports exactly how much time is spent calculating supply). I returned all the units for both sides without difficulty.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to joshuamnave)
Post #: 22
RE: unplayable lag time - 3/1/2014 1:22:41 AM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: Zartacla

I back tracked and didn't collapse Vichy. The lag time dropped substantially, but is still noticeably much worse than pre patch. Additionally, the Bermuda triangle bug has become worse, affecting units in parts of China where it was not previously a problem.

I fixed the problem earlier this week with the supply bug referred to as "the Bermuda Triangle".

The reason version 1.1.5.0 takes longer to calculate supply than 1.1.3.0 is because it is now completing the search for overseas supply paths for cooperating major power. That bug (fixed in 1.1.5.0) had terminated the search prematurely, leaving units OOS that should have been in supply. The downside is that now that the search algorithm is working 'correctly', it takes too long.

So far I have cut the response time in half for moving land units. I'm still working on other efficiencies to reduce it more: by a factor of 10 should be enough.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to joshuamnave)
Post #: 23
RE: unplayable lag time - 3/1/2014 2:30:29 AM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
Okay, I have fixed the response time when moving units on the map. Without going into the details, moving an HQ now typically takes less than a second (to recalculate supply). Moving other land units takes less than 10 milliseconds. There will be exceptions in some circumstances when control of hexes changes: new supply paths may be available for the moving side and/or old supply paths invalid for the non-phasing side. Indeed, there are even situations where the reverse may be true.

I haven't had the time to run a lot of tests on these modifications so I am going to wait another 24 hours before making a hot patch available. That will give both myself and the beta testers some time for additional testing.

I did run tests using the saved games from Zartacla and the numbers I quoted above apply to his saved game post-creation of Vichy France.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Shannon V. OKeets)
Post #: 24
RE: unplayable lag time - 3/1/2014 4:32:50 AM   
dplummer

 

Posts: 43
Joined: 1/6/2008
Status: offline
Sorry, meant that I took Z's saved file and tried it on my machine and that was what I experienced.

I backed mine to 1.1.3 once things went south and don't have any 1.1.5 saves.

(in reply to Shannon V. OKeets)
Post #: 25
RE: unplayable lag time - 3/1/2014 9:47:34 PM   
joshuamnave

 

Posts: 967
Joined: 1/8/2014
Status: offline

quote:

ORIGINAL: Shannon V. OKeets

Okay, I have fixed the response time when moving units on the map. Without going into the details, moving an HQ now typically takes less than a second (to recalculate supply). Moving other land units takes less than 10 milliseconds. There will be exceptions in some circumstances when control of hexes changes: new supply paths may be available for the moving side and/or old supply paths invalid for the non-phasing side. Indeed, there are even situations where the reverse may be true.

I haven't had the time to run a lot of tests on these modifications so I am going to wait another 24 hours before making a hot patch available. That will give both myself and the beta testers some time for additional testing.

I did run tests using the saved games from Zartacla and the numbers I quoted above apply to his saved game post-creation of Vichy France.


It wasn't the creation of Vichy - it was the collapse of Vichy. I had assumed that was the poison pill that caused all of my moves to take so much longer both because of the timing and because the first time I tried to collapse Vichy, the game spit out a supply related error message then crashed. It was not reproducible - reverting to a save and collapsing Vichy again triggered the long calc time, but without the crash. The following impulse, I DOW'd Russia, and when I started moving units, the lag time was unbearable.

When I went back and chose not to collapse Vichy, the end of turn roll was different. The turn ended immediately, before I could DOW Russia. The next several turns were winter turns, with no break in the weather, so Russia was not attacked. Movement was fine, but I was still connecting that to the fact that I had not collapsed Vichy. When spring rolled around and I DOW'd Russia, the lag kicked back in. So it would seem that the problem was Russia all along, and Vichy was a red herring.

(in reply to Shannon V. OKeets)
Post #: 26
RE: unplayable lag time - 3/2/2014 9:11:37 AM   
AxelNL


Posts: 2386
Joined: 9/24/2011
From: The Netherlands
Status: offline
Guys, what would you say if the performance for HQ's is OK again, but the Bermuda Triangle bug moved north? In case the next release is like that, would you still prefer it to come out now? Or is the disappointment regarding the Triangle bug too much, and should it wait? The save/load workaround would still work. This is a theoretical question as work is still being done on this release. I presume the performance improvements would be getting much higher prio from you?

(in reply to joshuamnave)
Post #: 27
RE: unplayable lag time - 3/2/2014 11:05:07 AM   
warspite1


Posts: 41353
Joined: 2/2/2008
From: England
Status: offline

quote:

ORIGINAL: AxelNL

Guys, what would you say if the performance for HQ's is OK again, but the Bermuda Triangle bug moved north? In case the next release is like that, would you still prefer it to come out now? Or is the disappointment regarding the Triangle bug too much, and should it wait? The save/load workaround would still work. This is a theoretical question as work is still being done on this release. I presume the performance improvements would be getting much higher prio from you?

warspite1

How far north? Can you move it to the Arctic? That would work


_____________________________

England expects that every man will do his duty. Horatio Nelson October 1805



(in reply to AxelNL)
Post #: 28
RE: unplayable lag time - 3/2/2014 12:07:04 PM   
AxelNL


Posts: 2386
Joined: 9/24/2011
From: The Netherlands
Status: offline

quote:

ORIGINAL: warspite1


quote:

ORIGINAL: AxelNL

Guys, what would you say if the performance for HQ's is OK again, but the Bermuda Triangle bug moved north? In case the next release is like that, would you still prefer it to come out now? Or is the disappointment regarding the Triangle bug too much, and should it wait? The save/load workaround would still work. This is a theoretical question as work is still being done on this release. I presume the performance improvements would be getting much higher prio from you?

warspite1

How far north? Can you move it to the Arctic? That would work



Parts of North China, but also parts of South America. The latter is not of interest, but the first is not nice. Manchuria also still shows effects of this, but that was earlier as well. Again: Save/load works and Steve is still working on this.
I think we have a combination of bugs here, Steve has fixed one, but there are still others left. the Bermuda Triangle bug might have 9 lives, and I don't know how many there are left.

(in reply to warspite1)
Post #: 29
RE: unplayable lag time - 3/2/2014 3:06:45 PM   
joshuamnave

 

Posts: 967
Joined: 1/8/2014
Status: offline
the lag time makes the game unplayable after the stat of Barbarossa, so I'm in favor of releasing a hotfix for that three days ago. As it stands now, it's taken far too long to put out a fix for that. Other bugs are a separate issue.

If the triangle bug moves, you're still going to hear about it from me. If it moves to somewhere that is a more active area of the map, you'll hear even more from me. If it moves to a less active part of the map, then I think it's a no brainer.

For example, if moving it north means that half of Russia is affected, then leave it be until you've killed it completely. If moving north means Sian/Lanchow is affected, then there's probably not much difference for us than the current issue.

(in reply to AxelNL)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [New Releases from Matrix Games] >> World in Flames >> Tech Support >> unplayable lag time Page: [1] 2   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.766