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BG *major* lag


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#1 Aliya

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Posted 12 March 2010 - 04:59 AM

Ever since I installed BGT, I encountered big lag and slowdown problems. It developed slowly, the first time I was playing through it with no problems. Sometimes it lags slowly sometimes pauses for 5 seconds. This is very annoying, because I can't play normally anymore. It lags on certain areas:
BG1:

(AR9200, AR4100, AR3400, AR8100 and etc. don't remember.)

BG2 and ToB:

(AR1200, AR5000 and something, more cause I didn't explore it, because of lag.)

I tried to enable/disable 3D acceleration. Tried with DxDiag program, disabling in properties, and even... with 'import into ToB and with no stutter' trick.

#2 Jarno Mikkola

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Posted 12 March 2010 - 05:17 AM

...
2. Put the ambient sounds off from the BGConfig.exe, as some of the areas might have no ambient sounds and so the game tries to start them many time continuously, and so looses processing power.
3. Get a huge RAM storage, and set the Cache size to huge from the BGConfig.exe...


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#3 Aliya

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Posted 14 March 2010 - 06:45 AM

Okays, disabled the environmental audio, seems to be working fine. But before that I installed the LStest mod.
After disabling, I uninstalled that test, but everytime I want to start a new game it tries to check .bsc files, if there was the mod installed. It checks Ar0015, then BGImoen and over and over and over again.

12. How to use the LStest mod.
As the LStest is a debugging tool made to detect what scripts fire without a good reason, it's an 'install-now' mod, meaning that it will only detect scripts that in their game when it's installed, so if you install a mod that modifies them further, then the produced text might refer to the wrong line of code, but as the text-displaying addition is within the opened scripts source code, it's easy to find even if the scripts' has been further modified.

Now, the mod actually inserts just a line of code that makes your primary character say what scripts are being run, so it will stop the character as a consequence, but that can be corrected by uninstalling the mod. Yes, it's funny how you'll have to produce a scripting stopper to the player1 just to get rid of all the other stopper to all the others, but that's life.

12.1 Technical splash.
This is all done by adding a line to the start of all of the responses, on all the scripts:

ActionOverride(Player1,DisplayString(Myself,~Running block %x% of %SOURCE_RES%.BCS~))

It will produce a line like this in the Dialog box:

Quote
Running block 43 of SK#NEH25.BCS
Then you should report what you have found, but it's best if you can use the Near Infinity to open the game file, and copy the source files content to the post, so we don't have to make our own install.



#4 Jarno Mikkola

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Posted 14 March 2010 - 07:36 AM

Okays, disabled the environmental audio, seems to be working fine. But before that I installed the LStest mod.
After disabling, I uninstalled that test, but everytime I want to start a new game it tries to check .bsc files, if there was the mod installed. It checks Ar0015, then BGImoen and over and over and over again.

Hmm, if you uninstalled the mod, you shouldn't be getting any of these:

Running block %x% of %SOURCE_RES%.BCS

So if you do get them, open the setup-LStest.DEBOG file(from the game folder) with Notepad and then copy paste the content... Something might have been off with the uninstall... but I can have no idea what without the .debug file...

Hmm, I have to ask, 'What tries to:

it tries to check .bcs files

?'

A screen shot might help... upload the picture to a site like this, and then copy the 'Direct link' address it gives to, and put them to this:
[img]http://--adress[/img]

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#5 Aliya

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Posted 14 March 2010 - 08:23 AM

Cannot resolve trigger 0x40a8
ERROR: Parsing [Barvon.bcs.baf]: Parsing.Parse_Error

Barvon character is from Edwin Romance. Yay, I actually know something.

I get this minor error, while trying to install LStest. But apart from that, test doesn't detect any lag problems in my installed mods. Gosh, it takes *too* much time.

Are you sure, that I need to copy DEBUG files contents? It's really long... If installed. If uninstalled: The same.

#6 Jarno Mikkola

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Posted 14 March 2010 - 09:39 AM

Cannot resolve trigger 0x40a8
ERROR: Parsing [Barvon.bcs.baf]: Parsing.Parse_Error

The error comes from the Trigger.ids file not containing the 0x40a8 bite the installer would need to understand what it means... this obviously comes from installing or uninstalling a file that overwrites the previous Trigger.ids file
0x40A8 IfValidForPartyDialogue(O:Object*)
... it's script related file that starts the actions... it can't cause lag by the way, cause it can't be true, if it doesn't exist.

So you should make a '--change-log trigger.ids' -to the file(here is how, the answer #6) so you would know what changes the file in a stupid way. This is because my mod doesn't touch the file...
Of course one shouldn't be using that trigger at all, the reason was that it doesn't count for every circumstance if I remember it right... as the creature can be disabled in other ways the trigger doesn't count, but the CD_STATE_NOTVALID in state.ids does... the part of the .tp2 code.
// Adds CD_STATE_NOTVALID state
APPEND ~STATE.IDS~ ~0x80101FEF CD_STATE_NOTVALID~
UNLESS ~CD_STATE_NOTVALID~
And the part in the .d file:
!StateCheck("IJ#Esir",CD_STATE_NOTVALID)

Edited by Jarno Mikkola, 14 March 2010 - 09:51 AM.

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#7 Aliya

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Posted 14 March 2010 - 10:07 AM

Do you mean this?

Mods affecting ARD011.ARE:
00000: /* from game biffs */ ~SETUP-BGT.TP2~ 0 0 // Baldur's Gate Trilogy - Core
00001: /* from game biffs */ ~SETUP-BGTTWEAK.TP2~ 0 1104 // Deactivate BGT-WeiDU spawns: spawns appear once
00002: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ 0 3020 // Identify All Items
00003: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ 0 3130 // No Traps or Locks (Weimer)
00004: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ 0 3190 // Rest Anywhere (Japheth)
00005: ~SETUP-BGTMUSIC.TP2~ 0 2 // Full Baldur's Gate/Shadows of Amn/Throne of Bhaal Music (WARNING: patches BGMain.exe)
00006: ~AURORA/SETUP-AURORA.TP2~ 0 0 // Aurora's Shoes and Boots
00007: ~AURORA/SETUP-AURORA.TP2~ 0 9000 // Fix area creature references
00008: ~SCSII/SETUP-SCSII.TP2~ 0 3520 // Only remove nonmagical ammo from random containers


This I had in my log1 notepad.

Edited by Aliya, 14 March 2010 - 10:08 AM.


#8 Jarno Mikkola

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Posted 14 March 2010 - 10:31 AM

Do you mean this?

Mods affecting ARD011.ARE:

Nope, it would be one that would say:

Mods affecting TRIGGER.IDS:

So you put the command structure right, but you did it to the file called ard011.are ... like the tutorial says it does :lol: , but as you need to do it to the trigger.ids -file, you need to replace the 'ard011.are' with the 'trigger.ids' ... :lol:

Edited by Jarno Mikkola, 14 March 2010 - 10:33 AM.

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#9 Aliya

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Posted 14 March 2010 - 10:40 AM

Sorry, followed the tutorial *too* closely.

Ah, here we are:

Mods affecting TRIGGER.IDS:
00000: ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 0 // BG2 Fixpack - Core Fixes
00001: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ 0 1010 // More Interjections
00002: ~SETUP-SHEENA.TP2~ 0 0 // Install A Half Dragon Tale



#10 Jarno Mikkola

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Posted 14 March 2010 - 12:02 PM

00001: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ 0 1010 // More Interjections

It's this component that brakes the trigger.ids and so the script... report forwarded.

Edited by Jarno Mikkola, 14 March 2010 - 12:19 PM.

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