Basically I've been developing an MMO for two months now but anytime i run the new version, i get lots and lots of lag. I tried the game in Standard, DirectX and DirectX + VRAM modes. Could it be due to my large maps? (I'm using a custom movement engine which is grid-based btw). I also tried setting everything to load on call. Any ideas?
My PC is top specs too.
Yea i tried it across LAN. Its the game slowing down, not the data being sent back and forward.
I even tried the game with only Movement enabled, not MMO features and it still lags.
Could it be sumthin to do with the HUD/UI?
Breathing? It's optional!
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
6th December, 2007 at 19:43:35 -
Check the last version that you saved before this new one, and look at what you have changed. Also, layers in MMF2 are crap in my opinion And they tend to lag up your game, so take a look to see if you have any layers not doing anything.
The only thing I have changed is the movement system. I used to use the standard MMF movement which was pretty bad so I changed it to a grid based movement. I'm also not using any layers for that exact reason so everything is in the one layer.
Could just be a random stuff-up. Open up the new and old versions and copy the code for the new movement into the old source. If the problem is solved; it was just MMF trying to piss you off as it sometimes does. If it still happens, you must have an issue with your code, possibly to do with object creation or nested fastloops. Check it over again or enlist some help to debug it in that case.
I use one giant quick-backdrop for a giant grass background and then backdrops for buildings, trees, etc.... The frame is rate is 50, and i tried altering that value but didn't make a difference. I send it to my friends and it lags on their PCs too. Its very strange...
Can I ask does anyone else experience lag when they use loads of objects in an extremely large map?
Or I shud I be creating everything in one massive backdrop?
-You said it worked fine before you changed the movement code.
-You experience slowdown on other machines too.
-Copying the new code into the old source does not solve the problem (ruling out corruption, which can cause problems like endless object creation).
If I'm following you and the above is true, that narrows it down to the new code. What's the difference between your new movement and your old movement? Is it just code? Does it create objects? Does it use groups? Have you tried deleting or amputating events in your new code one-by-one to see which line causes the slowdown?
Using lots of objects on a big map can cause issues on slower machines, but unless they're all doing things simultaneously it just chews up more memory for most people. If you were using lots of objects on a big map before you had this problem (based on you saying the only thing changed is movement code), then that can be ruled out as the primary cause too.
I woke up this morning and it seemed to have fixed itself?!?!?!?!?!
I'll post if I find out what the hell was causing it (but I didn't change anything). Maybe it was something to do with my computer and not MMF?!?!?!?!?!?!
Yea maybe I had something taking up a lot of CPU. Wudn't have been the firewall anyway coz I ran if offline too to see it was it sumthin to do with the online/server code. It works anyway now so WOOOOOO