Captain
Join Date: Jun 2012
Posts: 547
# 31
08-18-2012, 03:33 PM
Thanks for the update Mr./Mrs. dev dude/dudette.

Yeah, that wasn't something I was thinking about. Nag's missions do tend to be huge. Thanks for giving us the info now that you know what's going on and that there is a fix in place. Better then getting us hopeful about something that doesn't work.
Career Officer
Join Date: Jun 2012
Posts: 844
# 32
08-18-2012, 03:50 PM
Quote:
Originally Posted by jfinderdev View Post
On my test computer on one of Nagorak's projects, it would take 660 ms to update the UI after each change. On Tribble, it now takes 280 ms to update the UI. Once all the optimizations get in, it will take 180 ms to update the UI after each change. (These numbers are all on my computer. A slower computer will run slower.)
Awesome, I'm glad to hear about the improvement. At about 70% increase in speed, I expect the problems should more or less be solved.


Click here for my Foundry tutorial on Creating A Custom Interior Map.
Captain
Join Date: Jun 2012
Posts: 1,075
# 33
08-18-2012, 05:06 PM
Thanks for the update!

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Division Hispana
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Ensign
Join Date: Jul 2012
Posts: 14
# 34
08-20-2012, 01:39 PM
Quote:
Originally Posted by jfinderdev View Post
Now that a lot of fixes are in the pipeline (one is on Tribble, other fixes should be coming soon), I thought you might like to know what happened.

The new slowdown is primarily the result of changes to the Costume Editor. This means the more costumes you have, the slower your editing would be. Nagorak, your missions performed the worst out of everyone in this thread because you create so many custom costume. (BTW, Nagorak's missions are awesome because of all the custom costumes he makes. You should play them.)

On my test computer on one of Nagorak's projects, it would take 660 ms to update the UI after each change. On Tribble, it now takes 280 ms to update the UI. Once all the optimizations get in, it will take 180 ms to update the UI after each change. (These numbers are all on my computer. A slower computer will run slower.)
Well crap. My mission is using all 50 available costumes (unique villagers, soldiers, etc.)

What is this 660ms lag? I'm averaging an almost 10 second wait between every single click now, its simply unusable.

Did I read the notes correctly in that the "speed fix" would be implemented this coming Thursday?
Ensign
Join Date: Jul 2012
Posts: 14
# 35 zero improvement
08-24-2012, 12:38 AM
The 500 mb update did nothing to alleviate the consistently 10 second lag associated with selecting an object, moving an object, rotating an object, renaming an object, changing an objects costume, entering text into the Name field of a dialog, entering text into the Text field of a dialog, duplicating an object (which is only successful if the duplicated object is the specific one that was first dropped from the NPC Groups panel), drag-selecting anything, drag and dropping a Detail or Building.

I had big, almost ridiculously eager plans of creating a mission that encompassed an array of my favorite themes encountered as I was growing up, but now I spend about 20 frustrating minutes per day trying to manually rename and "re-costume" an enemy NPC group (who are mysteriously "un-duplicatable") and I eventually just give up, I could spend a hundred hours with the Foundry and only have ten hours worth of progress.

If it functioned as intended it would be one of the most robust user-content generation systems ever devised, but right now it is broken and an exercise in futility to operate.

Please help me tell my story.
Cryptic Studios Team
Join Date: Jul 2012
Posts: 11
# 36
08-24-2012, 11:10 AM
Ryandebraal, I tested ST-HHUCJI72A. Your project benefits most from two more optimizations coming down the pipeline that on my computer cut the lag in half. These optimizations were put in the pipeline a bit too late to get out yesterday, but they are both done.
Career Officer
Join Date: Jun 2012
Posts: 1,510
# 37
08-24-2012, 11:15 AM
For me I think the lag has gotten better but it's still noticeable. For instance when I try to rename all the individual actors in an NPC group I click on one, type....wait a little while then do the next one.
Captain
Join Date: Jun 2012
Posts: 1,075
# 38
08-24-2012, 11:38 AM
Quote:
Originally Posted by zorbane View Post
For me I think the lag has gotten better but it's still noticeable. For instance when I try to rename all the individual actors in an NPC group I click on one, type....wait a little while then do the next one.

Agree.. is better, but still is really bad. I hope this can be fix soon because is unusable.

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Division Hispana
www.divisionhispana.com
Career Officer
Join Date: Jun 2012
Posts: 844
# 39
08-24-2012, 06:50 PM
Quote:
Originally Posted by jfinderdev View Post
Ryandebraal, I tested ST-HHUCJI72A. Your project benefits most from two more optimizations coming down the pipeline that on my computer cut the lag in half. These optimizations were put in the pipeline a bit too late to get out yesterday, but they are both done.
Have you guys thought about compartmentalizing the design of the Foundry more? What I mean is the Costume Editor could be completely separate from the mission editor. The map/storyline/dialogue editor probably need to be integrated, but the costume editor really doesn't.

You could design costumes in the costume module that would be its own self contained part of the program, and then save a certain number (I guess mission slots x 50). Then you could load those into each mission, but not have them be editable there. This would accomplish a few things: 1) you could make the costume editor more full featured without having to worry about its affect on the rest of the Foundry (perhaps you could simply use the game's default character editor); 2) It would make it so that we could use the same costumes across multiple missions without having to recreate them each time, which is currently a major pain; 3) Possibly it could allow us to use more than 50 costumes since they could be stored separately and not part of the mission.

I know you've put in some optimizations, but the truth is, the fact that making costumes slows down the whole editor strikes me as a flaw in general.


Click here for my Foundry tutorial on Creating A Custom Interior Map.

Last edited by nagorak; 08-24-2012 at 06:58 PM.
Career Officer
Join Date: Jun 2012
Posts: 844
# 40
08-24-2012, 06:57 PM
Also, just in general, it seems to me that when you're not actively looking at a map, the assets there should be unloaded or something. It feels like the more stuff you put in the mission, the more bogged down everything gets. There has to be some way to contain the performance degradation. Even if you want to have everything available at first so it's easy to switch between maps, as more assets are added maybe some additional performance optimizations need to come into effect. Even if it were to take longer to switch between maps, that could still be an improvement if it makes the current map respond faster.

Perhaps giving us the option of "loading" or "unloading" maps depending on whether we plan to work on them now or not. Unloaded maps would have to be loaded before we could switch to them, but the assets associated with them would not slow down the Foundry. Even if it took 30 seconds to load a map, it would still be worth it if everything else performed better.


Click here for my Foundry tutorial on Creating A Custom Interior Map.
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