Execution order/lag - the magical pause fix.

  • #1, by andiliddellSaturday, 07. April 2018, 17:22 2 years ago
    Hi all,

    I'm back on with trying to finish my game, just got the latest VS5 full license and have spent a few hours getting back to grips with it. (its been almost 9 months)

    Whilst theres a million great improvements (kudos to the team, the new console is a total game changer for me!! smile ) I'm still having to use the pause for 500 milliseconds botch to fix certain actions that just refuse to trigger at the begining of a scene.

    In this screen shot, the game REFUSES to switch to character "chicken_firstperson" unless I put that pause in before it. (red stars)

    I find this alot... and now i remember after 2 hours of trying to rebuld the whole room, i used this botch many times before in the past, when things just didnt seem to work.

    Can anyone shed any light on why this happens? is the beginning of scene script lagging, are the preloads causing the exection order to ignore the character switch, or am i missing something.

    I totally dont want to take away my gratitude for everything you guys have done in VS5, but this is a frustrating anomaly which seems to still remain.

    Hope someone can shed some light on this.
    Andi

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  • #2, by afrlmeSunday, 08. April 2018, 04:45 2 years ago
    I think it's because the scene is being loaded - especially more so if you are fading from the previous scene into the next instead of immediately showing it. I believe you can get away with a much smaller number than 500. Try 16ms which is approx 1 cycle loop of the system.

    As for the cause, I have no idea. Simon will probably be the only one that will be able to explain why.

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  • #3, by andiliddellSunday, 08. April 2018, 13:43 2 years ago
    As always, thanks for the quick response AFRLme, hope you're well. good to see your still around on here.

    Ive tried a few smaller numbers and to be honest its totally hit and miss.. I'm now further frustrated by another action simply not working in the begin scene script.

    Screen shot below shows me trying to send the firstperson character to roughly the center of the screen so that his dialog appears in the middle of the screen..

    It just wont work, and this kind of uncertainty of why things sometimes dont work and the hit and miss nature of the action system is what always makes me give up with VS.

    After creating the fantasy quest demo for the competition and the original youtube tutorials over 2 years ago, it's still really frustrating that bugs like this totally shake my confidence in using VS for anything else. problem is i have 2 years worth of work on my other game now in VS and am struggling to finish it because of little bugs like this.

    Any chance Simon can take a look at this and give a definitive answer as to why things like this seem to "sometimes" work and what the advice is for getting it to work? or a stable workaround for when actions just simply dont trigger?

    Or am i just using this particular action wrongly too? smile

    Thanks in advance and keep up the good work AFRLme.

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  • #4, by afrlmeSunday, 08. April 2018, 14:45 2 years ago
    If you want a fast response from Simon, feel free to join our Discord server. The invite link can be find on the footer of this site. It's the icon to the right of the Twitter one.

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  • #5, by SimonSSunday, 08. April 2018, 22:05 2 years ago
    Just to explain this: Changing the character can trigger a scene fade, the way the scene fade is built doesn't allow stacking. Daedalic had managed to break this by setting the character via lua, that caused crashes. To stop such crashes, the action parts are only executed if no fade is running. That is one of the parts I still need to rebuild, but is the biggest part, so I didn't yet come around to it.

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