@testplay by stalled you mean that it did not produce evene if units were in the queue? I had that very occasionally and it is typically because there is a unit / engie stuck somewhere. Somtimes however (very rarely) it just will not produce any units regardless. Did you try to completely stop it and creat a new queue?
Posts made by silentNoob
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RE: Degrading game responsiveness over time (factory queue in particular)
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RE: Degrading game responsiveness over time (factory queue in particular)
I gave it a testrun on FAF Develop and everything seems fine! Thanks a lot for investigating, @Jip !
As far as I can tell so far:
- drag & drop is working
- modifying unit counts within a queue is working
- there is no more random adding of units to the end of the queue after drag & drop
This will be a huge gameplay improvement, at least for me, since I am using factory queue adjustments a lot.
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RE: Degrading game responsiveness over time (factory queue in particular)
You are welcome, thanks for investigating!
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RE: Degrading game responsiveness over time (factory queue in particular)
Sorry @Jip, this took a while but I have an update on the isse (game log and video link attached). Note that this time I did not use any (Ui) mods whatsoever:
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The factory queue stops being responsive if there is a longer period of no factory queue updates, i.e. no units roll off or no unit is added to the queue
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This apparently is not tied to a specific factory but rather to any factory in the game
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The issue is easiest to reproduce if you stall mass, i.e. units roll off very slowly and factory queues are therefore not updated and no units are added to any factory by the player.
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Therefore, this issue should be reproduceable already in early game, which I managed to do after about 8 minutes in a separate game (not in video). Just build a bunch of factories, que in a bunch of different units, stall really hard and try to drag & drop or right click in any factory queue. If queue is not responsive, either add a new unit to a queue or wait for a unit to roll off the factory. This should allow drag & drop / right-clicking again.
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My best guess is that it has to do with how factory queues are handled / polled / updated within the game mechanics
Game Log:
game_21399981.logVideo link:
https://youtu.be/ht7IDmaB1KI -
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RE: Degrading game responsiveness over time (factory queue in particular)
@jip Alright, will try without any mods! The only one I have active is advanced target priorities.
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RE: Degrading game responsiveness over time (factory queue in particular)
@jip said in Degrading game responsiveness over time (factory queue in particular):
@silentNoob that is something I can work with, I'll look into it
Thanks!
I noticed that the issue pops up not only in late game but maybe even from the beginning. -
RE: Degrading game responsiveness over time (factory queue in particular)
Update: The behaviour is actually more bizarre than I expected. I just recorded a game vs AI. A short summary of the key findings:
- Queue is somtimes unresponsive, even re-selecting factory won't help
- The behaviour, as said before, is more severe after some time in the game
- After trying to manipulate an unresponsive queue, somtimes the queue seems to be duplicated / copied multiple times
- When being copied, not the whole queue is copied, just parts of it
- Unresponsiveness of the queue appears to be related with units being produced. Somtimes, after a runit rolls off, I can remove or drag & drop items from the queue
- Drag & drop often works once or twice and then stops working. If so, right-clicking also stops working
Video link with some commentary: https://youtu.be/Jmohdz4ACrU
..sorry for the crappy microphone!By looking at the behaviour of the queue being duplicated: It appears as if this might be a result of all the failed attempts of right-clicking being somehow added to the queue?!
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RE: Degrading game responsiveness over time (factory queue in particular)
@jip said in Degrading game responsiveness over time (factory queue in particular):
In the case of buttons (the unit icons in a build queue are buttons): the interaction triggers when the click is released, not when it is pressed down for the first time. Meaning: if you right click to remove an order and before you're done 'clicking' your mouse leaves the button then you effectively didn't remove the order simply because it didn't register as a click.
I can only imagine that as the game goes on you'll likely want to issue orders faster. And by doing so you may move too fast or click too slow. This is a common 'bug' that is not actually a bug; it's how all buttons work even those in Windows.
With regards to path finding - do you have specific moments when this occurs (replays + timestamps)?
Thank you for the reply, however this does not seem to be the issue. When I noticed a lack of response, I specifically tried to keep my mouse on the button. There is no response of the butten whatsoever. What usually helps is to de-select and re-select the factory. It also is not a fluke, as it happens nearly every game. Presumably it gets worse the more is going on in the game, i.e. the more units there are around.
Will try to record some ingame footage to show that behaviour. -
Degrading game responsiveness over time (factory queue in particular)
I have noticed that the games responsivenes degrades over time, the longer a game goes.
In particular this is noticeable in factory queues. After a while, build orders cannot be removed from the queue at all (by right-click or shift-right-click)! Note that at the beginning of the game it works just fine and after a while, it takes multiple clicks until at some point, it just stops working alltogether. Same goes for drag & drop within a factory queue. Fully stopping the production still works but has some noticeable delay.Less noticabe but still degrading is the responsivenes of move orders for units or ACU, so that orders are sometimes not being followed and need to be issued multiple times.
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RE: Every Replay crashes (and many games)
Thank you all for your help, @magge, @deletethis, @Sprouto, @Zokora and @arma473. I will play around once more with my sound settings, config, etc.. Should anything useful appear, I will let you know.
Cheers
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RE: Every Replay crashes (and many games)
@sprouto Thank you! That did the trick, as far as I can tell. No more crashes on replays that crash 100% otherwise. Now the question remains: what can be done about it?
If you think it is an isolated problem on my machine, I can try some more stuff. Just FYI: I do not have troubles on any other game or piece of software, and the problems, at least in my impression, emerged with one of the former patches or client updates.
Cheers!
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RE: Every Replay crashes (and many games)
Nothing worked so far, I disabled all my audio devices and checked all surround settings. Any furhter advice? It has become very unbareable lately, because most of the games crash as well!
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RE: Every Replay crashes (and many games)
Good point, my monitors have integrated speakers as well that are handled by the nvidia drivers.
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RE: Every Replay crashes (and many games)
Thank you guys, I will give it a try! Weird though, that it is related to replay speed.. FYI: I also recall no recent updates of my sound driver, that could be related to the point in time at which this issue emerged.
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Every Replay crashes (and many games)
So basically, I cannot watch replays. The game crashes sooner or later. It happens faster, if I speed up the replay. This issue also happens on regular games, though less frequently.
The Most recent log is attached.game_16341419.log -
RE: A draw counted as a win if you kill enemy's ACU with Ctrl+K of your ACU
Apparently, genuine draws count as a loss for the one who dies first. Replay ID: https://replay.faforever.com/13647599