I think I may have discovered what causes the error I mentioned before. The track is about 900 meters long and I had about 20 or so metal ramps spread out across the whole track as background debris. When I removed these (and replaced them with other objects), I no longer got the error! Unfortunately it did not fix the primary issue of slowness when playing from the start.When you activate physics while editing it activates physics EVERYWHERE. While testing and playing physics is only ever active within the physics bubble.
I have tried this. I've turned the max object viewing distance all the way down and turned the max viewing distance as far down as I could go while still being able to see the track and it had absolutely no effectWell I think it is fair to say we dont have all the answers yet.. But we are running through what we do know because every track is different, no one builds the same.. Have you tried making max view distance and object view distance shorter? There are a ton of factors, some which I dont even understand yet but its all I can think of. Environment Settings.![]()
Well this is a doozy. No particles, no effects, no physics, no long draw distances, no anything. So why the lag? Have to admit, this one has me completely beat I'm afraid.
I have to think its hardware (xbox) or software (the game) both have their limits, im just amazed the evolution editor only lags and doesnt crash when theres an issue. In my experience with other game editors, some tasks are near impossible without a performance issue.
I'm torn. I am really pleased with the track. The atmosphere, effects and flow are all great but this one problem is keeping me from releasing it.Originally Posted by ANTWANthePAWN
I've spent hours on it and have gotten nowhere. I have never encountered this problem before with any of my previous tracks. I just don't understand why it runs smoothly when restarting from a checkpoint but not when you play from the beginning without faulting.
Again, the problem may not occur once it's uploaded but I have no way of telling and RedLynx doesn't let us delete the tracks we've previously uploaded to Track Central. Bah..
Have you tried deleting the first CP (Start) and saving it then running the track? That would make the first CP the start and it migh tbe interesting if the laf still occurs or not. If it doesnt, then you could spawn a new CP to use as the start and gradually move it back to where the start originally was until you do get lag. At least that would provide the option of moving the start in order to aid performance.
Just a thought though!
Thanks for the suggestion and you know what they say about great minds... I actually tried that before reading this post! I deleted the starting point so it made the first checkpoint the start. With that being the case, the entire track ran smoothly.Originally Posted by Barrybarfly
So, something happens after the first part which causes the rest of the track to run terribly. Once you reset to the previous checkpoint, all is well. I will play around with the position of the starting point and if all else fails, I may just teleport the rider for the transition into the tornado. That refresh should keep things running smoothly.
Ahh, good. Well if nothing else, at least you may have a workaround. Although I bet you would love to know what the actual cause of all this was! lol
just a thought, check the size of your physics bubble, is it tied to a data source?
Make no mistake, I'll make this track will be as good as possible with no slowdown. The feel of the whole track gets brought down severely if the slowdown occurs.
The physics bubble is at default size and it is not tied to anything except the rider. The actual cause of the slowdown remains a mystery. I'll be sure to update this thread if I find out anything.Originally Posted by dasraiser
EUREKA! I found the answer.
If you played either of my first two tornado levels, you know that you encounter an upwards force that throws you into it. The 3rd track is no exception but the force is so great that it was slightly interacting with all objects in the tornado even though they are all high in the sky. I set the force to deactivate after about half a second and all the problems went away.
This also explains why when resetting to a checkpoint run smoothly because the force was not active at the time.
Phew! Now I can continue with my original plan to release Tornado! 3! on Friday afternoon/ evening!