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#1 GriffinEndurance

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Posted 14 August 2013 - 01:07 PM

Hi,

 

I have recently been having a reoccurring problem with RPG-X and I'm not quite sure what to do about it. Every now and then when I try to load my map, the game gets stuck on the loading screen at the "connecting to localhost" screen. The game doesn't crash as I can press the escape key and return to the menu, it just wont load. When I delete functionality from the map It works again but as soon as I add a little more in it happens again. It doesn't seem to be a brush or entity limitation as I will remove say 20 entities to get the map working then add in 2 and it happens again, and because the game doesn't crash to menu or desktop and just sits there, there's nothing in the console about the problem. Has anyone else experienced this problem, if so did you ever resolve it?



#2 GSIO01

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Posted 14 August 2013 - 06:57 PM

Sounds familiar. Might be related to the server side and client side running at the same time in one process. Could you please try if the map loads when you run a local dedicated server with it and connect to that.



#3 GriffinEndurance

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Posted 14 August 2013 - 07:20 PM

It sticks at awaiting gamestate. Its also worth mentioning that when I remove the .usables file for the map it loads up, also removing entities allows it to load up as well with the .usables file so its not a damaged or corrupted file. I am using the last release as it happens more with the latest RPG-X release and when I rolled back it worked ok, figure I might have installed it wrong by old maps work on the new release. Very confusing problem.



#4 GSIO01

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Posted 16 August 2013 - 05:36 AM

Could you give me an estimated number of entities in your map and the number of locations in the locations file.

#5 GriffinEndurance

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Posted 18 August 2013 - 08:22 PM

I haven't created a locations file yet and the entity count without light entities is 1341



#6 Harry Young

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Posted 19 August 2013 - 12:19 PM

How many of those are in the func_-group (excluding func_group of course) and how many are misc_model_breakables?

 

Also I think you may like this (up in the next release)

 

/*QUAKED target_sequence (1 0 0) (-8 -8 -8) (8 8 8) ? NO_INIT_DELAY DISALLOW_ABORTS
-----DESCRIPTION-----
A sequence manager, mostly to kill off multiple target_delays.
Will fire specified targets in a fixed order.
The time intervall between each firing can be specified.
If an intervall is 0 (or specifically not > 0) the sequence is ended.
The sequence is also ended once the entity is used a 2nd time (unless disallowed)
 
-----SPAWNFLAGS-----
1: NO_INIT_DELAY - The first target will be fired without any delay
2: DISALLOW_ABORTS - Disallows aborting the sequence by a 2nd use of the entity
 
-----KEYS-----
"targetname" - used to init the sequence
 
Pos | Target | Delay (in ms, 1 s = 1000 ms)
1 | bluename | damage
2 | bluesound | health
3 | falsename | splashDamage
4 | falsetarget | splashRadius
5 | greensound | angle
 
-----USAGE-----
For more than 5 iterations:
If you plan a sequence that has more than 5 iterations simply have 
the 5th iteration of entity a target entity b and have entity b
have NO_INIIT_DELAY on
*/


#7 GriffinEndurance

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Posted 19 August 2013 - 02:07 PM

That looks extremely useful, especially as you can cancel it, would really help with the life support systems. And I believe I have removed almost all func_groups and there are a total of 180 misc_model_breakable's



#8 Harry Young

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Posted 19 August 2013 - 02:53 PM

180 MMB's is quite a number, I still wonder about the total func_ count

 

Tought so, even had a few ideas to expand it:

 

/*QUAKED target_sequence (1 0 0) (-8 -8 -8) (8 8 8) ? NO_INIT_DELAY DISALLOW_ABORTS LOOP AUTO_INIT FREE_AFTER_SEQUENCE
-----DESCRIPTION-----
A sequence manager, mostly to kill off multiple target_delays.
Will fire specified targets in a fixed order.
The time intervall between each firing can be specified.
If an intervall is 0 (or specifically not > 0) the sequence is ended.
The sequence is also ended once the entity is used a 2nd time (unless disallowed).
Entities are always fired as noactivator.
 
-----SPAWNFLAGS-----
1: NO_INIT_DELAY - The first target will be fired without any delay (damage will simply not be read).
2: DISALLOW_ABORTS - Disallows aborting the sequence by a 2nd use of the entity.
4: LOOP - Instead of ending after the frst pass it starts back at stage 1.
8: AURO_INIT - starts 1st stage when spawned. Overwrites NO_INIT_DELAY as target entities may not have been spawned.
16: FREE_AFTER_SEQUENCE - removes entity after 1 sequence has either run trough or been aborted. 
 
-----KEYS-----
"targetname" - used to init the sequence
"message" - Message to display when sequence is initialised
"model" - Message to display when sequence is aborted
"model2" - Message to display while in an inabortable sequence
 
Pos | Target | Delay (in ms, 1 s = 1000 ms)
1 | bluename | damage
2 | bluesound | health
3 | falsename | splashDamage
4 | falsetarget | splashRadius
5 | greensound | angle
 
-----USAGE-----
For more than 5 iterations:
If you plan a sequence that has more than 5 iterations simply have 
the 5th iteration of entity a target entity b and have entity b
have NO_INIIT_DELAY on.
 
For looping have the last target_sequence target the first (if you don't want the 
initial init to be instand run it trough a target_delay)
 
If you want the entire sequence to be inabortable I recomend you use 
the following lua script hooked via luaUse on your usable. Make sure that every 
target_sequence has a unique name on the map:
 
function sequencecheck (ent, other, activator)
if ent.GetCount(entity.Find("targetname(1)")) > 0 then
if ent.GetCount(entity.Find("targetname(2)")) > 0 then
if ent.GetCount(entity.Find("targetname(n)")) > 0 then
entity.Use(entity.Find("targetname(1)"));
else
game.MessagePrint(activator, "=C= Unable to comply, sequence is already in progress");
end
else
game.MessagePrint(activator, "=C= Unable to comply, sequence is already in progress");
end
else
game.MessagePrint(activator, "=C= Unable to comply, sequence is already in progress");
end
end
*/




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