Lag from Erased/deleted events
#1
So while experimenting with SephirothSpawn's Event Spawner I come across spouts of lag. After some experimentation I discover the fault is not with the script itself, but something in RMXP or its scripts.

The problem is, after several attacks through my work in progress ABS, the game starts to lag. The Parallel Process events that are being summoned from another map, despite being deleted, are lagging the game as more of them build up. They're not visible, nor are they playing out. But they're still lagging.

I discover I can avoid some lag by having the events move to co-ordinates 0, 0 via Set Event Location - though the lag just moves to that area. This probably won't be an issue if I keep map access away from that corner (as well as other edges), but the issue remains.

Creating about 28 identical events in the map, not related to the script, causes the same issue. These are all Parallel Processes that move to the top left corner, then are deleted. Granted, one would probably never need to have so many Parallel Process events in one map (though I imagine RM2k3 didn't care), but this number could easily reach with the event spawner.
Reply }
#2
Are these parallel processes running from the actual 'events' that are generated or part of some other event or the common events board or what? If the event that is deleted had the trigger be a parallel process, then that event's parallel process should have been deleted too.
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 }
#3
i tried to have some background weapon training going on in one building, but just the event of the character charging forward two steps, a battle animation on a dummy, and walking back two steps was enough to laaaaaag everything else on the screen. honestly, why does rmxp need such a fast processor? are there other things going on in the background that might be slowing things down for you? maybe you just have a bunch of things going on in your event script that aren't visible or necessary.
Reply }
#4
@DerVV: Huh... you're right. It seems the events delete and cause no lag in a fresh project.
@KasperKalamity: It has something to do with RMXP scripts or Graphics being software based? A computer could be more than capable to do something in any other engine, but RMXP would struggle. (... reminds me of Minecraft and custom shaders...)

... and it seems I just discovered the issue. Something in my own script.
PHP Code:
<?php 
#--------------------------------------------------------------------------
# ● Functions
#--------------------------------------------------------------------------
def shb_functions
super
# View Range States
$view_range.enemies_view(self.id, 5, nil, "A", true)
$view_range.enemies_view(self.id, 2, nil, "B", true)
end
... /me adds if self.enemy && !erased? and goes hide in a corner.
Reply }


Possibly Related Threads…
Thread Author Replies Views Last Post
  VXA question regarding off-screen events JayRay 2 5,859 11-18-2013, 03:05 AM
Last Post: JayRay
  Any way to make events trigger other events? MechanicalPen 3 6,959 04-01-2013, 11:54 PM
Last Post: MechanicalPen
  how do i sequence a chain of events? shintashi 5 9,478 01-05-2012, 01:42 AM
Last Post: KasperKalamity
  777 with events Ace 2 6,718 01-23-2011, 12:29 PM
Last Post: Ace



Users browsing this thread: 2 Guest(s)