Mystical Panda
Well-Known Member
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Just finished playing another quick session using the same game save, and here's what I noticed...
I got a massive 'long save' lag when exiting the game (over 2 minutes). Since the exit save was within about a minute of loading the previous save (doing save tests to compare the new save with the previous one) I could check what could be the difference between the two, at least from a script point of view. The one thing that stood out was the 'active' and 'suspended' scripts from the save I loaded (screenshot #11), then everything is cleared out when the game exit saved (just a minute or so later- screenshot #12).
Even though it's possible to have a save game with 'suspended stacks', I'm wondering if the 'suspended stacks' have a bearing on the save time- the more you have, the longer the time to save. As if it's just timing itself out while waiting for them to clear up, and if it doesn't just saves the game data anyways. Which could explain the 'long saves' and game saves having 'suspended stacks' (not being cleared each save).
One possible angle would be that Beth, checking their own scripts, didn't have that many suspended, or had a suspension that was deadlocked so
clearing them out, or having them clear when a game loaded wasn't a problem. But... with scripts heavy mods, this would change with designed (try and clear but timeout if it's deadlocked- so to speak) yet
unwanted results (a very long wait to finish creating a game save).
I'll need to get a bigger game time log, then check the game save data(suspended and active script counts) with the time it took to save them and see if there's a possible correlation.
I got a massive 'long save' lag when exiting the game (over 2 minutes). Since the exit save was within about a minute of loading the previous save (doing save tests to compare the new save with the previous one) I could check what could be the difference between the two, at least from a script point of view. The one thing that stood out was the 'active' and 'suspended' scripts from the save I loaded (screenshot #11), then everything is cleared out when the game exit saved (just a minute or so later- screenshot #12).
Even though it's possible to have a save game with 'suspended stacks', I'm wondering if the 'suspended stacks' have a bearing on the save time- the more you have, the longer the time to save. As if it's just timing itself out while waiting for them to clear up, and if it doesn't just saves the game data anyways. Which could explain the 'long saves' and game saves having 'suspended stacks' (not being cleared each save).
One possible angle would be that Beth, checking their own scripts, didn't have that many suspended, or had a suspension that was deadlocked so
clearing them out, or having them clear when a game loaded wasn't a problem. But... with scripts heavy mods, this would change with designed (try and clear but timeout if it's deadlocked- so to speak) yet
unwanted results (a very long wait to finish creating a game save).
I'll need to get a bigger game time log, then check the game save data(suspended and active script counts) with the time it took to save them and see if there's a possible correlation.