When does your track become so big that when you save, it crashes/freezes?
+6
rabid squirrel
roflmaoqwerty
Summoning
CamQuartr
Cereal
[senpai] kevans
10 posters
Page 1 of 1
When does it crash/freeze?
When does your track become so big that when you save, it crashes/freezes?
I want to ad a bug fix that will automatically turn off the autosave when the line count exceeds a certain number.
Re: When does your track become so big that when you save, it crashes/freezes?
I drew >7000 lines and saved.
No crash.
No crash.
Cereal- Line Rider Legend
Re: When does your track become so big that when you save, it crashes/freezes?
The only time line rider will EVER crash for me, is after I save and go and press play. Even at 40,000 lines, same thing will happen as if it was at 1,000
Re: When does your track become so big that when you save, it crashes/freezes?
The only time mine crashes is when I save and hit a hotkey other than shift or backspace
Summoning- Member
Re: When does your track become so big that when you save, it crashes/freezes?
To test this, I drew scenery lines with the pencil and saved in 1000-line increments. I began experiencing lag at 193,000 and finally crashed at 212,000 upon saving.
Not sure if this is the program or my computer, here's a pared down dxdiag if it's pertinent to the testing:
Not sure if this is the program or my computer, here's a pared down dxdiag if it's pertinent to the testing:
- quick pc diagnostic check, hope this helps:
- ------------------
System Information
------------------
Time of this report: 6/23/2012, 07:41:15
Machine Name: asdf
Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.120503-2030)
Language: English (Regional Setting: English)
System Manufacturer: Hewlett-Packard
System Model: h8-1124
BIOS: Ver: CAR_713.ROM vCAR7.13
Processor: Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz (8 CPUs), ~3.4GHz
Memory: 8192MB RAM
Available OS Memory: 8174MB RAM
Page File: 4283MB used, 12063MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.01.7601.17514 32bit Unicode
---------------
Display Devices
---------------
Card name: AMD Radeon HD 6570
Manufacturer: ATI Technologies Inc.
Chip type: ATI display adapter (0x6759)
DAC type: Internal DAC(400MHz)
Device Key: Enum\PCI\VEN_1002&DEV_6759&SUBSYS_909E1B0A&REV_00
Display Memory: 743 MB
Dedicated Memory: 1008 MB
Shared Memory: 3831 MB
Current Mode: 1920 x 1080 (32 bit) (60Hz)
Monitor Name: HP 2311 Series Wide LCD Monitor
Monitor Model: HP 2311
Monitor Id: HWP2939
Native Mode: 1920 x 1080(p) (60.000Hz)
Output Type: DVI
Driver Name: aticfx64.dll,aticfx64.dll,aticfx64.dll,aticfx32,aticfx32,aticfx32,atiumd64.dll,atidxx64.dll,atidxx64.dll,atiumdag,atidxx32,atidxx32,atiumdva,atiumd6a.cap,atitmm64.dll
Driver File Version: 8.17.0010.1077 (English)
Driver Version: 8.851.0.0
DDI Version: 11
Driver Model: WDDM 1.1
Driver Attributes: Final Retail
Driver Date/Size: 6/1/2011 14:01:32, 795648 bytes
WHQL Logo'd: Yes
WHQL Date Stamp:
Device Identifier: {D7B71EE2-2419-11CF-8F7C-94B0BEC2C535}
Vendor ID: 0x1002
Device ID: 0x6759
SubSys ID: 0x909E1B0A
Revision ID: 0x0000
Driver Strong Name: oem14.inf:ATI.Mfg.NTamd64.6.1:ati2mtag_NI:8.851.0.0:pci\ven_1002&dev_6759&subsys_909e1b0a
Rank Of Driver: 00E60001
Video Accel: ModeMPEG2_A ModeMPEG2_C
Deinterlace Caps: {6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{3C5323C1-6FB7-44F5-9081-056BF2EE449D}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{552C0DAD-CCBC-420B-83C8-74943CF9F1A6}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
D3D9 Overlay: Not Supported
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled
Re: When does your track become so big that when you save, it crashes/freezes?
I've actually never had it freeze while SAVING... up to 30,000+ lines. I don't think there has ever been a larger save in Line Rider, actually.
I've had it freeze while playing, drawing lines, opening a track while a big track was open, and zooming, but I usually just click "No" a few times and it unfreezes. Only with corruptions, and that one time opening your track kevans, have I ever had line rider actually CRASH completely. I frequently wonder if people just get impatient and assume the game has "crashed", hit "Yes" and then it stops the script and the game becomes non-functional.
Actually, that includes my old computer that would run at 4fps with 12,000 lines, and my ANCIENT PC I split a 15k community scenery project on once when it was running at 2fps - at one point I saved it and it worked fine, I just had to be patient. Never actually had Line Rider crash except with corruptions, which could happen at any linecount. And never even got the message display of "this script is running slowly" during saving.
I've had it freeze while playing, drawing lines, opening a track while a big track was open, and zooming, but I usually just click "No" a few times and it unfreezes. Only with corruptions, and that one time opening your track kevans, have I ever had line rider actually CRASH completely. I frequently wonder if people just get impatient and assume the game has "crashed", hit "Yes" and then it stops the script and the game becomes non-functional.
Actually, that includes my old computer that would run at 4fps with 12,000 lines, and my ANCIENT PC I split a 15k community scenery project on once when it was running at 2fps - at one point I saved it and it worked fine, I just had to be patient. Never actually had Line Rider crash except with corruptions, which could happen at any linecount. And never even got the message display of "this script is running slowly" during saving.
Re: When does your track become so big that when you save, it crashes/freezes?
>5000. Much more than 5000.
Rafael- Line Rider Legend
Re: When does your track become so big that when you save, it crashes/freezes?
I saved with 50,000 lines, no crash. The pressing play after saving thing? Yeah, I get that too.
Ph0enix- Member
Re: When does your track become so big that when you save, it crashes/freezes?
Maybe a little over 9,000.
/4srs
/4srs
Re: When does your track become so big that when you save, it crashes/freezes?
When I have over 20,000 lines it starts to lag, then at about 70,000 lines it stops working and crash's.
Stallie- Member
Re: When does your track become so big that when you save, it crashes/freezes?
Okay, so I'm thinking to set the limit at 20,000 where the autosave will simply not save, or will it turn it off for you? Or just not put in that lmit.
(Little tidbit, clicking the ON for autosave at any time will force an autosave, this is a great way to test what your machine can handle)
(Little tidbit, clicking the ON for autosave at any time will force an autosave, this is a great way to test what your machine can handle)
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