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About bumbaclad

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  1. TypeLoadException: Could not resolve type with token 01000034 (from typeref, class/assembly FMOD.Studio.EventInstance, Assembly-CSharp-firstpass, Version=, Culture=neutral, PublicKeyToken=null) rlane.MeteorDefenseLaser.FireAt (Comet comet, System.Single dt) (at <5613c42f4f344bc29f8bd49a36278619>:0) rlane.MeteorDefenseLaser.Sim33ms (System.Single dt) (at <5613c42f4f344bc29f8bd49a36278619>:0) SimAndRenderScheduler+Sim33msUpdater.Update (ISim33ms updater, System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/SimAndRenderScheduler.cs:244) UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:76) StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:149) StateMachineUpdater.AdvanceOneSimSubTick () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:241) Game.SimEveryTick (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Game.cs:1330) Game.Update () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Game.cs:1306) I'm crashing now... I think due to the meteor laser mod though; not sure if they updated the mod to break or the game updated to break the mod. I believe the laser fires and tries to play audio and that crashes the game.
  2. Anything off screen is being culled by the camera; I can assume this because it would be foolish not to and can observe this by zooming out to see a fps drop. You would be surprised by the astronomical increase in performance when clumping a bunch of draws into a single call. In my works on this subject, in Unity but not with ONI, I could increase performance nearly 100%. It can mean the difference of being unable to run an application on a low end laptop to instead running the application comfortably vsynced.
  3. A lower resolution does not reduce the number of draw calls. You are implying the user's camera has more objects off screen that are being culled but that is splitting hairs and is not a direct correlation as they can get a mod that just zooms out more leading to exactly the same number of draw calls in which they would have increased performance with a lower resolution and exactly the same amount of draw calls.
  4. I tried to stop replaying because you will not accept anything anyone else tells you but you keep editing and posting so I will now respond. You obviously do not know which is clear by numerous posts by you in this thread. Making a non-realtime application that utilizes multithreading is a much simpler concept. As I stated earlier in a game that is a different story. If we can agree that order of operations is a requirement in an application and you can understand that the thread will not return when you want it to and you cannot move on without it's contents and that it takes time to package send and receive those contents then you would understand the issue that is faced in making a game using multiple threads. You would never want to use 100% of the cpu because you are running windows, steam, maybe a web browser; your computer needs the cpu to operate. And as I said earlier the cpu cannot even dream of running like the gpu can and therefor we must move as much burden from it as possible and putting calculations on another thread will not magically change that fact.
  5. In doing what I speak of the calculations times will no longer be any type of perceived bottleneck. Also I guess going back to cpu multithreading it is not as simple as you think. Things must stay in sync and also they must send, calculate, return then apply. The act of multithreading could actually lead to more hangups because of this.
  6. That is not moving processing to another cpu thread but instead moving the majority of work over to the gpu which by comparison makes the cpu look like a toddler; although I would like to see saving moved to another thread like Don't Starve Togather did but thinking there must be a good reason that did not happen with ONI. Multithreading on the cpu is not the answer and in most cases, when pertaining to games, not the answer. But on the video card there actually is real simultaneous multithreading happening behind the scenes without programmer intervention. By drawing everything in a few draw calls rather then hundreds then even a low end machine has a chance to run the game and users on high end machine can then play the end game at an acceptable framerate.
  7. The majority of lag is likely due to draw calls. They need to just move the game over to shader chunks instead which is going to make things like modding much more complicated but the user will see a 50+% performance increase.
  8. I am hoping to send out a group of dupes to try and survive on challenging worlds; if I fail then groom another group and send them out. But as it will be simultaneous now I don't think that is what they are going for but I hope and I think they will actually need to make the game much easier to sustain without leadership which would be a good thing because that part is just tedium.
  9. Same here. A few second after the unpausing of the game it locks up with no prompt to send error report. Groundhog Day.sav
  10. Yeah but let's say it takes like five minutes to sync with the cloud for big saves and users don't leave their steam open after logging off the game. It really shouldn't be the case because I would believe Klei knows what they're doing but what other explanation is there.
  11. Maybe the file could grow to big and cause cloud saves to take way to long or maybe the saves are handled in multiple files causing long sync times. Steam likes to read one file and the bigger that file can get the longer all syncing would take. So might never come.