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Post by taberone on Aug 1, 2017 2:26:35 GMT
RS Revived is running extremely slowly once I start the game and take turns moving for some reason
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Post by zaimoni on Aug 1, 2017 3:13:32 GMT
Not the first report I've had of that, just the first here. Unfortunately, profiling on the six-year-old development system (Win10 w/Creators Update) isn't helpful: RS Revived 0.9.9.3 indeed does take 1.5-4 seconds per turn on the development system, but about 1 second of that profiles as rendering the screen. [The development machine does take 90 seconds to load a turn-zero game, and the problem there is garbage collection; the most obvious solution is a smaller savefile Anything longer than 4 seconds/turn is basically untestable on the development machine. (I can slow this down to ten seconds by enabling virtual memory, but that makes the development machine highly unstable with a significant chance of hard-drive locking for 40+ minutes on a mouse click.) I would think low-memory systems would be more problematic, but the dev machine is 16GB and I've had reports of "new" (less than a year old) 32GB machines taking 20-30 seconds/turn.
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Post by zaimoni on Aug 1, 2017 3:18:06 GMT
Note that shakedown testing last night (Saturday, July 30 2017) was "fairly clean", but the cross-district visibility wasn't ready to turn on. Dev machine considers the current 0.10.0 unstable "as fast as" 0.9.9.3 .
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Post by zaimoni on Aug 3, 2017 8:47:35 GMT
Cross-district visibility has been turned on in trunk. This is the one even-more-hoggy risk scheduled for 0.10.0 ; I can focus on optimization now. (The big wins I can test are in graphical rendering; that's profiling as a full second on the development system.)
EDIT Unstable build featuring this uploaded. Multiple cosmetic bug fixes would be needed for a proper release, which is blocked by at least the graphics situation.
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Post by rokomata on Sept 3, 2017 14:56:58 GMT
Hey, thank you so much for bringing this game back from the dead. It's one of my favorites. How's it coming along now?
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Post by zaimoni on Sept 3, 2017 18:44:00 GMT
I am currently in another "freeze" due to paid work (was supervising a server migration, now back to implementing another payment processor backend). I have a clear idea on what I'm doing next once I "thaw".
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Post by zaimoni on Sept 26, 2017 21:56:54 GMT
Those of you watching the commit log have seen that I have thawed (inappropriately, it's just that I'm too defocused not to grind on this). - Syntax has been retargeted to Microsoft C# 2017, to control lines of code. I haven't changed the runtime target yet.
- One of the crash fixes for an access control improvement accidentally changed map generation. (Yes, losing one RNG invocation when default-constructing things before the starting menu, warped the district types and relocated the hospital and police station.) The resulting test game has a police traffic jam at Day 0 1PM, so something has to be done about resupply/threat hunting/tourism heuristics for police. The zone system has potential here.
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Post by zaimoni on Sept 30, 2017 17:16:56 GMT
REVIVED 0.9.9.4 CHANGES * off-by-one offset error in displaying item counts fixed (e.g., 10 looked like 1) * getting partial item stacks from containers should work reliably now. * In spite of critically misleading profiling, it does appear that the speed issues in 0.9.9 onwards were from stacking enhanced pathfinding on top of disallowing districts to wildly diverge in game time. A mitigation has gone in, but anyone relying on letting other districts get 20+ turns behind will have to play 0.9.8 .
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Post by lino1000 on Oct 1, 2017 0:07:02 GMT
hey i got some problem with revived. Whenever i make an action (move, shoot, open etc.) it takes a lot of time before it actually does anything. sometimes it takes over 10 seconds even. This problem has been there in previous versions as well for me and in the original RS it works normally. It shouldnt be because of my PC because i got a pretty good gamer PC. Any ideas whats wrong?
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Post by zaimoni on Oct 1, 2017 0:53:58 GMT
Thus my mention of 0.9.8 ...
I have no idea why new gamer PCs aren't as fast as my 6-year-old development machine (approaching 7 years old). When I purchased it, I intentionally got a very slow CPU so I could afford what was then a decent amount (16GB) of RAM. I also have virtual memory disabled as the alternative is a 10-minute paralysis on boot (system literally will not respond to the keyboard for 10 minutes after boot if virtual memory is enabled, but remains responsive if virtual memory is disabled).
I held the release of 0.9.9 until it was as fast as the original RS alpha 9 on the development machine (2-3 seconds/move), and haven't seen major changes either way.
What is wrong, is the scheduler changes needed to support cross-district viewing (which is in 0.10.0.0 unstable, but is still too glitchy for release) do not play nice with police district sweeping. Police district sweeping, and the no-skew scheduler that supports the 0.10.0.0 features of cross-district viewing, ranged combat, etc. both were introduced in 0.9.9.
When I did the scheduler changes, I accidentally "de-parallelized" the scheduler while doing so. 0.9.9.4 "re-parallelizes" the scheduler, but still ensures the districts don't drift too far apart relative to world time. I'm getting an unpredictable 0%-25% speedup per turn but that's against an upper bound of 3 seconds.
The original RS Alpha 9 allowed districts to diverge wildly in world time; late game you could easily trigger 100+ simulation turns at once by changing districts. (This was, incidentally, the #1 trigger of game-ending crashes to desktop in the original RS alpha 9 for me.)
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Post by zaimoni on Oct 10, 2017 23:27:52 GMT
- I ground out two test games (one to day 3 hour 20, one to day 5 hour 2) in 0.10.0.0 unstable. I appear to be running out of material AI enhancements that don't depend on AIs changing districts.
- The restored parallelism wasn't done correctly. I've fixed it in unstable, but there may be some turn numbering anomalies in 0.9.9.4 . The complete fix is save-file breaking so probably won't be merged into the stable branch.
As for the minimap situation ... I think what I'm going to do is bump the maximum minimap size to 101x101 from 100x100 (there should be screen space for this), then adjust the minimap to do a grid-space 50 radius around the player when near the center of the city (square sides 101x101).
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Post by zaimoni on Oct 21, 2017 15:30:47 GMT
Revising change plans for 0.10.0.0: - At this point, I am inclined to commit to a "police storyline" as well as the inherited "civilian storyline". To get access without command-line options, one would use the current means for becoming/permanently impersonating a cop.
- CHAR Offices will get (mechanically) locked doors. I'm unclear whether CHAR guards will get an implicit item to handle this, or whether an explicit item will be used. The vaporware police station locked doors are to be power-locked and fail-open should the generator in the offices be turned off.
- Backstory: CHAR Guards are assumed to get last-minute orders near, or at, Day 0 turn 0 to clear the offices of outsiders, either directly or through an "Operation Dead Hand" default. The countermand needed to prevent targeting police is never received. The police inference of this will be an early stage in the "police storyline".
- Day 0 turn 0 civilian spawn now excludes areas behind to-be-locked doors (affected areas are police station and CHAR offices). Yes, this shifted district assignments again.
- I'm reviewing how to make the AI close doors behind me behavior optimal (or at least not critically suboptimal) for min-maxing players. The desired effect is a conditionally free action of closing the door if the behavior is applicable.
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Post by ibazly on Oct 25, 2017 21:18:10 GMT
Hey! Just wanted to let you know that I'm still around, so let me know if there is anything you need. It's kind of hard to keep checking in here when for so long there was nothing happening. I keep hoping I can get some sort of community revival project going but, it's tough. So many people saw the RJ was done and moved on to other things. I am SO happy you're working on this though, zaimoni! I actually stream now (twitch.tv/ibazly) and am doing like a big six days of streaming for Halloween starting tomorrow - and I intend to play RS Revived as part of my lineup!
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Post by ibazly on Oct 25, 2017 21:25:52 GMT
Correction: I might just have to play the last RS version because it seems I also have that lag issues with Revived D:
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Post by zaimoni on Oct 25, 2017 22:49:48 GMT
Yes...really annoying that I cannot test for the lag myself (development machine turns 7 years old this December; it only needs 1-3 seconds per turn at 5x5 city, district size 50). I've had reports of 30 seconds with the same configuration on much newer gaming machines.
0.9.9.4 restored some of the multi-threading (incorrectly, but doing it correctly is savefile-breaking).
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