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delay in gameplay... - 8/29/2004 8:22:10 AM   
bombata

 

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hi all,

i got the game and am working myself through this big mac.

i noticed something nerved about the gameplax what doesnt exist in UV:

whenever i create a TF and want to change its home base or set a target for it (or for a AG), there is a 2-3 seconds delay in the gameplay.

that sounds not like a problem, but espacialy in the beginning of the game (when you have to move alot of TF and AG) it nerves alot.

is that "normal"? and when not, is there a solution to remove this delay?

bye
Post #: 1
RE: delay in gameplay... - 8/29/2004 9:21:37 AM   
dtravel


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It seems, I repeat, seems to be related to the need to redraw the map "under" the window being closed. If you can cut down on the amount of detail/graphics on the main screen it will speed up the close. Turn off hexside detail, that kind of thing. As for the delay when you are closing the screen after selecting what ships go into a new TF, I can't really explain that. We'd have to get one of the Matrix programmers to answer that, which is unlikely.

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This game does not have a learning curve. It has a learning cliff.

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Any bugs I report are always straight stock games.


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Post #: 2
RE: delay in gameplay... - 8/29/2004 10:08:21 AM   
DoomedMantis


Posts: 1922
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From: Sydney, Australia
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check you delay settings in your preferences as well

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Post #: 3
RE: delay in gameplay... - 8/29/2004 4:30:49 PM   
bombata

 

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i reduced the details by cutting down details like hex and range circles. also, all delays are reduced to 0.1 seconds except air to naval which is reduced to 0.5.

i also installed the sound-patch although i have np wit the sound.

but the problem still exist. everytime i select a homebase for a TF or a target for a TF or a AG, i get some "lag" for 2-3 seconds.

and that makes the game unplayable imho.

i also have UV and have not this problem wile playing it.

my system:

athlon xp 2500 MHZ barton
GF4 4200ti 128MB with latest nvidia driver (from juli!)
512MB DDRAM
DX 9.0
windows xp home edition

if some other players dont have the same problem, then it must have something to do with my hardware or software.

any other players with the same probem here or players who found a way to eliminate this problem?

bye

< Message edited by bombata -- 8/29/2004 2:35:45 PM >

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Post #: 4
RE: delay in gameplay... - 8/29/2004 4:38:27 PM   
Twotribes


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I generally get a momentary pause while shifting bases and such, but it isnt long enough to affect me, I just ignore it. How, in a turn based game, is a momentary pause gonna make it unplayable?

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Post #: 5
RE: delay in gameplay... - 8/29/2004 5:38:21 PM   
Caltone


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Happens to me too and pretty sure its not hardware related. My machine ran Doom3 with all the effects turned up at 20-25 FPS. As others mentioned, its not long enough to affect my game, just noticeable. Might be related to video cards or video card drivers perhaps?

Running 9800Pro with 4.8 Cat Drivers

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Post #: 6
RE: delay in gameplay... - 8/29/2004 6:04:57 PM   
bombata

 

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quote:

ORIGINAL: Twotribes

I generally get a momentary pause while shifting bases and such, but it isnt long enough to affect me, I just ignore it. How, in a turn based game, is a momentary pause gonna make it unplayable?


when this "momentary pause" exists whenever you select a target for your 200 AG or a home base/target for your 200 TF.

seems that other players have the same problem too. and because it dosent exist in UV, it must be a way to patch it away.

bye

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Post #: 7
RE: delay in gameplay... - 8/29/2004 6:08:48 PM   
Captain Cruft


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Lots of us have this problem but apparently the devs/testers do not see it. Therefore it is likely to be a driver/system type of issue.

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Post #: 8
RE: delay in gameplay... - 8/29/2004 6:11:10 PM   
bombata

 

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yeh but what kind of system problem?

i have a home PC with a GF4 and have this problem. i have a notebook with a radeon mobility 9700 and have the problem on the notebook too.

and why this problem was not existent in UV although the game engine isnt very different?

bye

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Post #: 9
RE: delay in gameplay... - 8/29/2004 6:16:41 PM   
Captain Cruft


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I don't know I'm just a user like yourself. Also I had the exact same problem with UV, but then I do have an ancient PC ...

My point is - if the devs/testers can't see the problem then they cannot try and diagnose it.

FWIW others have reported some success with installing up to date drivers for video card, mouse and sound card.

< Message edited by Captain Cruft -- 8/29/2004 4:18:37 PM >

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Post #: 10
RE: delay in gameplay... - 8/29/2004 6:30:03 PM   
bombata

 

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i just made some testing.

when playing a smaller campain, the problem ist existent. there is simply no delay like explained above.

when playing the big campains (with the whole pacific map), then the problem exists.

i also installed a RAm optimizer and it dosent help even with 380 MB free RAM.

bye

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Post #: 11
RE: delay in gameplay... - 8/29/2004 6:51:19 PM   
LarkinVB

 

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I do not have WitP but I'm the coder of Titans of Steel. A delay of 2 to 3 seconds is most likely not grafics related. We are talking about easy 2D blitting and this is very quick. My guess its some computing delay.

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Post #: 12
RE: delay in gameplay... - 8/29/2004 7:00:30 PM   
Captain Cruft


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Well I don't know. This problem (actually there are a few similar problems) has been reported from day one of the game being released. On the rare occasions when testers/devs have spoken it is to say that they do not have the problem(s). Of the users who reported the problem, some have said that installing up to date drivers cures it. Therefore, on the scanty and vague evidence available, it would seem to be driver/system related. Or perhaps more accurately it is WitP-Driver interface related.

Personally, I have found that disabling sound and turning off hardware acceleration on my graphics card lessens but does eliminate the delays.

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Post #: 13
RE: delay in gameplay... - 8/29/2004 7:48:48 PM   
dtravel


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quote:

ORIGINAL: Captain Cruft

Lots of us have this problem but apparently the devs/testers do not see it. Therefore it is likely to be a driver/system type of issue.


Or they have high-powered PCs that are fast enough to simply horsepower thru the executable.

_____________________________

This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.


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Post #: 14
RE: delay in gameplay... - 8/29/2004 7:59:33 PM   
Mr.Frag


Posts: 13410
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Scroll around to all areas of the map with a map scroll delay of 0 to get it all loaded in.

Once you have done this, do you still get pauses like this?

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Post #: 15
RE: delay in gameplay... - 8/29/2004 8:14:52 PM   
bombata

 

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thanks frag, i wil try this as soon as i can start the game.

at least for me the problem exists only when playing the big campains.

when playing the campains like guadancanal and so, there is no delay.

that is what sounds mysterious.

if there were a hardware/software problem, the problem would still exist even when playing the smaller scenarios.

mye it has something to do with the map size and you wrote down the solution (scrolling the map until its completley loaded).

i dloaded and installed te latest audio/video/mouse driver and made 400 MB RAM free with a memory optimizer but no effect.

bye

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Post #: 16
RE: delay in gameplay... - 8/29/2004 9:09:16 PM   
Hartley


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the NOSOUND "tweak" helped a bit with this issue for me.

But from what I've seen these delays occur when CPU usage spikes to 95%+.

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Post #: 17
RE: delay in gameplay... - 8/29/2004 9:12:13 PM   
Captain Cruft


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For me it's not a map scrolling issue, I am well aware of the need to load the chunks into cache.

Some of the delays I see are:-

1) Selecting a Destination or Home Base for a TF, the delay is waiting for the "box" to disappear and the map to appear.
2) Selecting a Target for an Air Strike, same thing as 1
3) Selecting a Destination for a ground unit to March to, same thing as 1.
4) Disbanding a TF, there is a substantial delay before the Map re-appears.
5) Scuttling a ship, same thing as 4.
6) Sometimes, pressing Exit to return to the map from any Base, TF or Airgroup screen will result in a delay plus the map "jumping" to a point roughly 10 hexes due south south west of where I was.
7) Pressing Done on the Ground Combat or Naval Bombardment summary screen.

The problems are mostly where the screen is switching from a "box" to the map.

I'm not complaining, my PC, O/S and monitor really need scrapping ;-)

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Post #: 18
RE: delay in gameplay... - 8/30/2004 8:19:57 AM   
bombata

 

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@Hartley:

which nosound tweak do you mean?

The problems are mostly where the screen is switching from a "box" to the map.

thats exactly the problem when playing the big scenarios (the whole pacific map).

and a solution would be great. at the current status, i cant play the big campains because of the delay everytime when i set a homebase/destination for TF...when i create a TF..when i set a target for AG.

and that sucky because the big scenarios are the main attrection of the game.

so please come with a solution matrix.

bye

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Post #: 19
RE: delay in gameplay... - 8/30/2004 5:00:59 PM   
bombata

 

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BUMP!

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Post #: 20
RE: delay in gameplay... - 8/30/2004 5:31:48 PM   
Hartley


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You can try renaming your sound directory to nosound.

It's not a solution, obviously.

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Post #: 21
RE: delay in gameplay... - 8/30/2004 5:44:01 PM   
Mr.Frag


Posts: 13410
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From: Purgatory
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quote:

The problems are mostly where the screen is switching from a "box" to the map.


That *really* sounds like a memory/cpu speed issue. Are you swapping like map? Watch your disk light.

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Post #: 22
RE: delay in gameplay... - 8/30/2004 6:41:19 PM   
bombata

 

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-the delay happens only in the complete war campains which are about the whole map. when playing smaller campains, everything is smooth and fine.

-the delay happens when i form a TF (3 seconds) or when i give a TF, ground unit or AG a target or set a new homebase (up to 2 seconds until this is executed). you can imagine how that sucks when you have to give tons of orders to TF, ships, ground units and AG.

i did the following things:

-completley reinstalled my system with the brand new mouse (intellipoint 5.2), graphic-card (GF4 4200ti 128MB with the latest driver from nvidia) and sound (onboard sound from nvidia nforce. installed the latest nvidia nforce driver) and directx 9.0c german client from microsoft.

-renamed the WITP SOUND directory to NOSOUND.

-installed UV again and replaced the WITP sounds with the UV sounds.

-reduced all delays in the game down to 0.1 seconds.

-turned off the combat animations, range circles in WITP.

-scrolled the wohle WITP map from USA to india before giving any orders.

-increased the virtual memory of my system to 1536 MB (3x of my system RAM of 512 MB)

-disabled the hardware acceleration of my graphic card.

-changed the setting of my graphic card to "optimized for maximum preformance"

-installed a RAM optimizer and started it whenever i wanted to start WITP so i got around 405 MB free DDRAM.

-made 74 GB free space on my HD.

-changed the BIOS preformance settings to "aggressive" to get more processor power.

-disabled the whole sound and the music when playing WITP.

i realy dont know what else i can do. the fact that its only a problem in the main campains leads me to the prognose that it must be a problem with the game. maybe only with this big scenarios?

i would be thankfull for any other ideas or for some feedback from a matrix programmer since i am not the only one with this problem.

bye

< Message edited by bombata -- 8/30/2004 4:42:04 PM >

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Post #: 23
RE: delay in gameplay... - 8/30/2004 6:50:38 PM   
Mr.Frag


Posts: 13410
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As you have XP, bring up task manager and under View, Select Columns, add Mem usage, peak mem, virtual mem.

What are your numbers?

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Post #: 24
RE: delay in gameplay... - 8/30/2004 7:33:39 PM   
bombata

 

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ok, here are the numbers:

CPU usage: 0%
swap file: 112 MB
physical memory: 523764. available: 374556. systemcache: 348740.
assured memory: all: 114420. limit: 2067068. maximum: 312824.
kernel memory: all: 33400. evacueted: 21864. not evacueted: 11524.

hope that helps.

bye

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Post #: 25
RE: delay in gameplay... - 8/30/2004 7:46:41 PM   
Hartley


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quote:


CPU usage: 0%


Because the game is minimized.

To look at CPU usage, you have to run the game in windowed mode.

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Post #: 26
RE: delay in gameplay... - 8/30/2004 8:05:31 PM   
Mr.Frag


Posts: 13410
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From: Purgatory
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quote:

physical memory: 523764. available: 374556. systemcache: 348740.


Little baffled here ... avail + cache should roughly equal physical

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Post #: 27
RE: delay in gameplay... - 8/30/2004 8:22:44 PM   
bombata

 

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ok, running the game in window modus now.

cpu usage is at 5-8% when i do nothing. when i click on a base or something is loaded, then the cpu usage goes up to 90-100%

and the swap file is at 400 MB.

available physical memory is at 214150 MB
systemcashe is at 147152

bye

< Message edited by bombata -- 8/30/2004 6:26:23 PM >

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Post #: 28
RE: delay in gameplay... - 8/31/2004 8:55:54 AM   
bombata

 

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ok i am out.

i try to track and fix the problem here since 3 days with an immense waste of time and it seems that no one from matrix has a idea about this problem (and its not only my problem since alot of other players have this problem too).

the game may have a great potential, but without a smooth gameplay you can forget all this potential.

i think i go back to SSI pacific war and play this "stoneage" game. at least i get no "lag" there and the gameplay is smooth. other then in WITP where i realy have to hear that a machine which can handle the new ego shooters cant run a 2D game. now whos fault is that? the fault of the player who has a fast machine with enough RAM or the fault of the one who brings a game out which has problems with modern PCs?

if someone from germany wants to buy the orginal WITP, just send me a PN.

bye

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Post #: 29
RE: delay in gameplay... - 9/4/2004 7:50:21 AM   
Luskan

 

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Ok, now this is not an official fix, but I experienced massive lag in my gameplay of WITP while beta testing after a certain build. A computing lag, not a graphical lag.

The solution: go into my bios and TURN OFF HYPERTHREADING. My 2-3 second delay after every click of the mouse or order or anything (which does make a game unplayable) disappeared and I now run WITP turns in about 2 minutes. P4s can have hyperthreading. If you have this option in your BIOS, disable it and try again. If it works, as it did for me, please post here!

Also, never a bad idea to run defrag and see how many pieces your page file is in. If it is in more than say, 3, this will cost you major computing time (especially for those of us with win2000. Defraging a page file can be hard though. Usually easiest to just wipe the whole disk clean and start from scratch IMO.

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Post #: 30
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