Game Performance
#11
To be honest I don't use the time system itself at all.
I just use the light/night feature to achieve these lightings on my maps without creating individual lightmaps for each map.
It's just so easy too use becaus every event can be a light.

But my game has no day/night cycle.
So basically I could delete all that time stuff and just keep the light feature. But don't ask me how to do that. :)

I think I commented out these lines because there were some errors. It helped...^^
Reply }
#12
So you're not using the automated system built into the script.

It appears we will need to see the event code you are using to render the lighting effects. But not only the code, but the whole event itself.... if they are individual parallel events, if they are turned on/off by switches.... the whole event page(s) if possible.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
#13
It's not that much.

This defines the brightness overall on the map:

[Image: 160anfzriml.png]

And this is an example for a light:

[Image: 2pngoarf1jhyix.png]

That's it.
But sometimes I have more than 100 of these light events on one map.
So it could be that all of them are rendered at the same time which would mean that my Anti Lag Script doesn't work for the lights.
Reply }
#14
Oh, then, I guess the problem is the number of events and also the script

Let's see how light event working

Code:
if $game_system.activate_light
       # Update the light of the event
       update_light_event
       # Update the light of the player
       update_light_player
     end
   else
     # Draw an empty night when the switch is on
     @light.bitmap.fill_rect(@light.bitmap.rect, Color.new(0,0,0,0))
   end
   # Increase the frame count for the animation
   @frame += 1
 
see the code above, the light system will refresh every frames to call "update_light_event"


now let see what in "update_light_event"



Code:
def update_light_event
   # Display the ligth when one or more light were created
   if $game_map.light_event != {}
     # Cycle through the light list
     $game_map.light_event.each { |i, light|


see, it call a loop to refresh every events that has "light_event" comment

let's imagine if you have 10 light-events in map, for each 1 frame, the system will load 10 events and refresh these events. The more light-events, the more refresh-works system must do each frame
To solve this "too-much-refresh" problem, I think you should increase the time to check update from "for each 1 frame" to "for each 4 frames" or more, or integrates a custom anti-lag code into this script by yourself.
Reply }
#15
That seems to be pretty sure the issue.

I think a custom anti-lag code would be the most effective to prevent any lags. So my game would only load the lights which are visible on the screen.
Even if I increase the frames between updating it could still cause some lags on a map with many lights.

But we have a progress already, and that's nice :)

Edit: Maybe it's just a matter of a few additional lines in the anti-lag script I'm already using.
But I don't know. Scripting and ruby is still a sealed book for me.

Code:
#======================================
# Anti Event Lag Script
#======================================
#  By: Near Fantastica
#   Date: 12.06.05
#   Version: 4
#======================================

# Heretic Revision August 21st, 2012

#    -----  HERETIC NOTES -----
 
# THIS SCRIPT HAS BEEN MODIFIED!

# The original version of the script did increase framerates at the cost
# of flat out making some things not work at all.

# This revision of the original script should fix those issues.

# #1 Fixed an issue where Events that used Multiple Event Pages
# (which require conditions) were never refreshed, as the call to
# change those events was ommitted entirely, apparently by accident.

# #2 Fixed Events moving Off Screen to not update.  Any time Set Move Route
# is called, the moved Event will now Update correctly.  Useful for Cutscenes
# where an NPC walks to On Screen from Off Screen.

# #3 If you use an "Autonomous Movement", and want an Event or NPC to be
# updated regardless if they are on the screen or not, you'll need to
# add \al_update to that Event's Name.  The Naming Parameter was used
# to allow functionality to be maintained across any number of Event Pages.

# #4 This script only updates Events or NPC's around that are close enough
# to the Player that they require being updated.  For Large Sprites, this
# can cause some issues.  I adjusted the distance so that Large Sprites
# won't cause glitches by partially staying on the screen when they aren't
# supposed to be there.

# --- Notes for Compatability ---

# This script makes changes to update in both Spriteset_Map and Game_Map classes
# There isnt a whole heck of a lot of script to run the optimizations, so if
# you have ANY other script that makes changes to update in either of those
# classes, place those scripts BELOW this one.
#
# Other Scripts that FULLY REDEFINE def update will break this script.
#
# If another script does fully redefine def update, you can probably try
# combine the two scripts.  I've commented out the spots of code that need
# to be there for anti-lag to work.

# NAMING OPTIONS

# - \al_update

# For Example:  "EV031\al_update" can move around anywhere on the Map and will
#  be updated regardless of where it is at on the Map!
#  (\al_ is just an abbreviation for "Anti Lag", which hopefully is unique!)

#  Events with \al_update in their name will ALWAYS be Updated

# I also changed "Set Move Route" to automatically add a @lag_include Flag
#  to the Event so that the Event will ALWAYS be able to move.  This will
#  most likely happen for Cutscenes where an Event needs to be able to
#  move around regardless of its Range from Player on the Map.  Once you
#  leave a Map and return, this will reset and the Event or NPC will only
#  update if it is On Screen, or at least close to the Screen


module Update_Range
 # Note: Module for both the Game_Map and Spriteset_Map classes

 #--------------------------------------------------------------------------
 #  In Range - Determines whether or not an Event should be Updated
 #--------------------------------------------------------------------------
 def in_range?(object)
   # Using 256 here will speed things up a tad, but may cause Large Sprites
   # that go offscreen to glitch and stay on screen when they actually aren't
 display_x = $game_map.display_x - 750 #750 # 256
 display_y = $game_map.display_y - 750 #750 # 256
 display_width = $game_map.display_x + 3000 #2916 #2820
 display_height = $game_map.display_y + 3000 #2570 #2180
   # If too far off screen
 if object.real_x <= display_x or
      object.real_x >= display_width or
      object.real_y <= display_y or
      object.real_y >= display_height
     # Invalid
     return false
   end
   # Valid
 return true
 end
end


#======================================
# Game_Map
#======================================

class Game_Map
 # Makes In-Range Definiton available in the Game_Map class
 include Update_Range

 #--------------------------------------------------------------------------
 #  Update - Updates Events in a Game Map - FULL REDEFINITION
 #--------------------------------------------------------------------------
 def update
   # Refresh map if necessary
   if $game_map.need_refresh
     # Refresh the Game Map - CRITICAL for changing Event Pages
     refresh
   end
   # If scrolling  
 if @scroll_rest > 0
   distance = 2 ** @scroll_speed
   case @scroll_direction
     when 2
     scroll_down(distance)
     when 4
     scroll_left(distance)
     when 6
     scroll_right(distance)
     when 8
     scroll_up(distance)
   end
   @scroll_rest -= distance
   end

 
 
   # This is the Event Anti Lag Code
 for event in @events.values
     # If Event is In Range, Auto, Parallel, Set Move Route, or Cat Actor
   if event.trigger == 3 or event.trigger == 4 or event.lag_include or
        in_range?(event)
       # Update the Event
   event.update
       # If you have other code to run, allow this part to run first, then
       # run other parts of scripts here inside of the conditional branch.
   end
 end
   # End Event Anti Lag Code
 
 
 
 for common_event in @common_events.values
   common_event.update
 end
 @fog_ox -= @fog_sx / 8.0
 @fog_oy -= @fog_sy / 8.0
 if @fog_tone_duration >= 1
   d = @fog_tone_duration
   target = @fog_tone_target
   @fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
   @fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
   @fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
   @fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
   @fog_tone_duration -= 1
 end
 if @fog_opacity_duration >= 1
   d = @fog_opacity_duration
   @fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
   @fog_opacity_duration -= 1
 end
 end
end

#======================================
# Spriteset_Map
#======================================

class Spriteset_Map
 # Make Range Definiton available in the Sprite_Map class
 include Update_Range

 #--------------------------------------------------------------------------
 # * Frame Update - Full Redefinition
 #--------------------------------------------------------------------------
 def update
 if @panorama_name != $game_map.panorama_name or
    @panorama_hue != $game_map.panorama_hue
     # Set the Values
   @panorama_name = $game_map.panorama_name
   @panorama_hue = $game_map.panorama_hue
   if @panorama.bitmap != nil
   @panorama.bitmap.dispose
   @panorama.bitmap = nil
   end
   if @panorama_name != ""
   @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
   end
   Graphics.frame_reset
 end
 if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
   @fog_name = $game_map.fog_name
   @fog_hue = $game_map.fog_hue
   if @fog.bitmap != nil
   @fog.bitmap.dispose
   @fog.bitmap = nil
   end
   if @fog_name != ""
   @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
   end
   Graphics.frame_reset
 end
 @tilemap.ox = $game_map.display_x / 4
 @tilemap.oy = $game_map.display_y / 4
 @tilemap.update
 @panorama.ox = $game_map.display_x / 8
 @panorama.oy = $game_map.display_y / 8
 @fog.zoom_x = $game_map.fog_zoom / 100.0
 @fog.zoom_y = $game_map.fog_zoom / 100.0
 @fog.opacity = $game_map.fog_opacity
 @fog.blend_type = $game_map.fog_blend_type
 @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
 @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
 @fog.tone = $game_map.fog_tone
 
 
 
   # This is the Sprite Anti Lag Code
 for sprite in @character_sprites
   if sprite.character.is_a?(Game_Event)
     # If Event is Auto, Parallel, Set to Always Update (/al_update) or In Range
   if sprite.character.trigger == 3 or sprite.character.trigger == 4 or
          sprite.character.lag_include or
          in_range?(sprite.character)
         # Update the Sprite
     sprite.update
         # If you have other code to run, allow this part to run first, then
         # run other parts of scripts here inside of the conditional branch.        
   end
     # Not an Event, thus, Player, so always update the Players Sprite
   else
       # Update the Sprite
   sprite.update
   end
 end
   # End Sprite Anti Lag Code
 
 
 
 @weather.type = $game_screen.weather_type
 @weather.max = $game_screen.weather_max
 @weather.ox = $game_map.display_x / 4
   @weather.oy = $game_map.display_y / 4
 @weather.update
 for sprite in @picture_sprites
   sprite.update
 end
 @timer_sprite.update
 @viewport1.tone = $game_screen.tone
 @viewport1.ox = $game_screen.shake
 @viewport3.color = $game_screen.flash_color
 @viewport1.update
 @viewport3.update
 end
end

class Interpreter
 #--------------------------------------------------------------------------
 # * Set Move Route Alias
 #--------------------------------------------------------------------------

 # Check for Method Existence
 unless self.method_defined?('anti_lag_command_209')
   # Create an Alias
   alias anti_lag_command_209 command_209
 end

 #--------------------------------------------------------------------------
 # * Set Move Route
 #--------------------------------------------------------------------------

 # This forces Events that are being applied a Set Move Route to ALWAYS
 #  be updated.  Prevents Events that are set to Move On Screen from
 #  being able to Move.  They cant move without being updated first.

 def command_209
   # Run the Original
   anti_lag_command_209
   # Get character
   character = get_character(@parameters[0])
   # If no character exists
   if character == nil or character.is_a?(Game_Player)
     # Continue
     return true
   end
   # Set @lag_include Flag
   character.lag_include = true
 end
end

class Game_Event < Game_Character
 attr_accessor :lag_include  # Always Updates

 # Check for Method Existence
 unless self.method_defined?('anti_lag_initialize')
   # Create an Alias
   alias anti_lag_initialize initialize
 end

 #----------------------------------------------------------------------------
 #  * Initialize the Map
 #----------------------------------------------------------------------------

 def initialize(map_id, event, *args)
   # Run the Original
   anti_lag_initialize(map_id, event, *args)
   # Check for Events with \al_update
   check_name_tags(event)  
 end

 #----------------------------------------------------------------------------
 #  * Check Each Event for Special Name Tags: \al_update, \off_map
 #----------------------------------------------------------------------------

 def check_name_tags(event)
   # Check each Event's Name to see if it has \al_update
   event.name.gsub(/\\al_update/i) {@lag_include = true}
 end

end
Reply }
#16
I think I have a CRAFTY little evil solution, Mel!!!! Hehehe!

As finalholylight suggested, it is a matter of it updating the graphics constantly. And as I mentioned earlier, my HUD system uses a limiter so it only updates my hud every so often. So..... let's put in a LIMITER just so the light effects only update every so often.

I mean, you're not fading the daylight in or out, right? If so, this can be adjusted to fit. Winking

Go to line 1176 of the script. That line should read as dtls_update

Paste THIS below it, but above the if $game_system.activate_dtls ... yadda yadda yadda line

Code:
# Let's just make it pause a little (if light animation is running)
return if Graphics.frame_count % 30 != 0 && @frame != 0

This bit of code makes your light effect update only once every 30 frames. To be more exact, it exits the entire routine that updates your light effects and only exits if you hadn't just entered the map. The value of @frame which may handle light flickers resets to 0 when you exit/enter a map.

It is a double-edged sword. It will slow down the animation effects of your graphics, but speed up your frame rate. But you can tweak it by altering the '30' value in the code to something like 10. Defined as it is, the code only lets the light effects update every 30 frames. Changing it to 10 would let it update every 10 frames. And setting it to 5 would be pretty fast, but would still cut down on the Framerate drag. Just don't set it to 0.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
#17
Such a small line and such a huge effect.
The lags are gone.
Thank you so much. :)

But...now when I'm moving around, the lights are moving with me and it takes the 30 frames for them to jump back on their initial positions.
Reply }
#18
Did you adjust the '30' in the statement I suggested? Adjust it to 5 and it may be satisfactory. Still, this is a different light effect than I'm used to. I personally just use the Light Effects by Near Fantastica.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
#19
Even with 5 Frames it has the same problem. Every step the lights are moving with the screen and jump back to their usual place (the event) after 5 frames.

I tested the script from Near Fantastica but it doesn't has the same effect like this one.
Anyway, I would have to replace around 10k events already if I would switch to another script now...

So there are just two options for me. Dealing with this one and the lags/flickering screen or having no light effects at all, which would be really sad.
Reply }
#20
Or altering the Near Fantastica system to use the comments you added for the light effects.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }


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