A Question
#43
Posted 07 January 2009 - 10:47 AM
3GB DDR2, Athlon 3800+, 9400 GT.
GFFA is playable. It's just choppy. I was not able to save the game without getting an exception (tried 3 times at the beginning of the game and received an exception every time). So I decided to just leave the game in the background and keep playing it over the course of days.
After conquering the core worlds and a little more, the campaign *seemed* to speed up a little (hard to say for sure - it wasn't a huge difference). I tried saving again and was able to. I don't think that really proved anything, but it's an interesting anecdote anyway.
#44
Posted 07 January 2009 - 10:51 AM
Hmm, if that only happens for Vista, then that's probably something that should be reported on PG's forums. Although they probably wouldn't do anything about it if it didn't happen in vanilla too. Does it? Also does it throw an exception with other mods?I was not able to save the game without getting an exception (tried 3 times at the beginning of the game and received an exception every time). So I decided to just leave the game in the background and keep playing it over the course of days.
#45
Posted 07 January 2009 - 11:27 AM
It's a little tough to rule out any of that now as a source of the problem, because PR1.1 is what brought me back into playing EaW recently (although I know that some others have mentioned exception errors from saving GFFA1.1). Odd though that I was able to save after conquering a ton of planets heavily populated with pirate AI, when it wouldn't save initially..
I'll give it a more extensive test and open and save all the old PR campaigns, some of the other new ones, and some other mods just to be sure that it's not a general problem.
#49
Posted 12 January 2009 - 04:56 AM
Thanks for all the help
Edited by bob345, 12 January 2009 - 04:56 AM.
#57
Posted 01 July 2009 - 12:46 AM
The lag problems that we have don't really seem to respond to more/better hardware, so it probably isn't a huge deal. That said, who knows how v1.2 will run when we get done with it...
Could the lag be caused by the code that was removed before the release of V 1.1, I know it made the mod run ssmoother but I think that since the code is missing when the mod was downloaded it made the mod last longer since you nor Ghostrider didn't have lag issues.
I have no modding experiance but after experiancing lag while playing Operation Shadow Hand for the first time on V 1.1 and having tha Thrawn Campaign lagging worse than before I thought I should put this idea out there.
#59
Posted 01 July 2009 - 02:31 AM
It's just a result of the volume of units we had in the v1.1 campaigns. It runs better on the slim campaigns and campaigns with fewer planets, so it is symptomatic, even if we can't isolate the disease.Could the lag be caused by the code that was removed before the release of V 1.1, I know it made the mod run ssmoother but I think that since the code is missing when the mod was downloaded it made the mod last longer since you nor Ghostrider didn't have lag issues.
Nah, just proves my point.It runs on my 2.1 GHz with 512mb of RAM. Crazy isn't it?
#60
Posted 01 July 2009 - 02:52 AM
It's just a result of the volume of units we had in the v1.1 campaigns. It runs better on the slim campaigns and campaigns with fewer planets, so it is symptomatic, even if we can't isolate the disease.Could the lag be caused by the code that was removed before the release of V 1.1, I know it made the mod run ssmoother but I think that since the code is missing when the mod was downloaded it made the mod last longer since you nor Ghostrider didn't have lag issues.
How would the new Thrawn campaign run on my current PC with 1.5 GHz and 1 gigabyte of ram, the current Thrawn Campaign I'd say is playable but lags worse than V 1.0.
Edited by bob345, 01 July 2009 - 06:47 PM.
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