IMPORTANT INFORMATION - Users please note this is a test, awareness and solution thread.
Hello people, well after trying to help out another user here with a lag error, to find it maybe is not just a single problem. I decided to make a more official post about what I have incounted, and discovered using the engine. This may help users, Im not sure. Also topics may have been asked, and answered before hand. However I wanted to collect these points all together. Divided into sections.
*Please note, some text from myself has been taken from finds and fixes posted in another 2 topics found here. And also the effects and answers here will be different for users. Pc specs will have alot to do with it. Some users may have never had these problems. Lets start.
***MAJOR UPDATE BELOW***
LAG - Engine, editor or both
The editor has a nasty bug in it, where you can have invisible entitys and segments in your level with out even knowing, unless you scan for them. However removal can be tricky.
I solved this problem one night when I had placed a segment
*edit- I thought so, did something away from my pc, jumped on. Then selected a different segment, noticed I didnt want the last segment placed so I deleted the segment. However the blue grid where the segment was removed, was still high lighted after moving the viewing area away, to reveal it.
Now I may be wrong, yet I think I re-deleted the invisible segment with the same segment or placing it again and removing.
This is maybe causing a over-lapping and a small (or large) reason for some fps problems, such as editing a area too many times.
As this invisible placement or overlapping can not be seen.
Removal and other factors need to be tested though. And deleting a segment area with entitys placed, may also involve some cause to entitys becoming invisible, you can find these invisbile entitys by searching for dots on your level editor that are not shown in your level.
update:
The above error I know is there, and will post screens soon, I just tried to re-create the error, and it is not easy to do, leading to me thinking has something to do when more segments are added. If you check out Kaelin's thread, from his screens his level looked large. I suggested to compact his level, except he got even worse results. I then re-created his level, to find I got 33fps and adding entitys and lights. However I made the level, with no edits. So he either incounted a 0fps LockUp which is mentioned to have no real solution (topic here http://forum.thegamecreators.com/?m=forum_view&t=119579&b=21), or the editor produced the problem via level editing.
Anyway Im not real sure what the editor errors cause, all I can suggest is too plan your level out first, try to avoid making heaps of changes to your segments etc. The other option is to make saves (rename) when doing a fair few changes to your level, if you encounter lag, revert to your last save name, and try a different idea for your map.
Enemys not doing what you want? Additonal lag with Markers/Zones.
Depending on 2 factors, 1 using trigger zones and 2 checking your save on your entitys properties. If you find your enemys standing still, doing nothing. Even though you have double checked your chars Start/Main/Destroy scripts, has weapon etc. If you are using Trigger Zones, check how many. Having a over amount of trigger zones can create undesired effect, it is often caused by the engine getting confused.
Also another trick is to double check your entitys properties, and adjust a option, then change it back to what you want and save again, I found worked with one enemy that would not draw his gun.
Also cutscenes, using Story Zones I found to be the same as above. They can also create a effect on enemy scripts etc.. Also when making one, I found out the hard way when 1 clip was 30mb in size, made the game freeze for a bit and also added to the final build size, as I thought the clip would reduce in size for the game build. So my tip here is make small size clips with lots of story, info, impact whatever you can fit in. And try to not use too many.
Landscape lockup area idea
Quote: "i came across 3 areas that locked up the player either bad or down to 15fps"
Quote: "I moved the player start in the centre of the problem area. and on start up, was sitting on 33fps, walked out of the problem area fine, however same error as before walking back in. I have now pin pointed the areas effecting the player. And apart from excess areas of detail that were not needed. the main factor is the inward sloping that are either too close to each other or too many faces. Or it cant handle any inward sloping faces, facing towards the centre of the grid. The inward sloping areas on the outer limits worked fine on all tests."
To add to this, outer curved landscape works best in any areas around the centre of your landscape model or level. Try using segment floor, use the lower tool to adjust your lanscape to remove any areas that may cause problems and to also get a desired effect. Also using invisble segment walls can help in some cases, however can also add fps problems too.
Long hallway theory
Again depending on level size, long hallways can be fine. However i have found long hallways dont really like joining hallways if you are leading from a small area into a large. Going from a large room into a long hallway to another room that is smaller can be fine, yet heading back out it has to produce the large part of the level again.
Inside corners (like inside curves mentioned above) maybe are a slight or major problem, depending on how large of area you have close by or in your level somewhere.
Having a long, medium hallway leading from these areas can produce different results. For those reading, yes pc specs make a difference. Yet if you are getting a drop in fps, I have found it can be caused from one of these areas even if you are on the other side of your map.
In relation to changing the hallway length, and still having problems. It may have something to do with my first topic, it may not. Trial and error.
Stair case extra
When your designing a level, add an extra segment block behind your staircase placement. This will remove the small added part if a wall was placed, located at the above step. And I have also found will prevent enemeys getting locked up on stair cases (depending on script), this also may remove the slight problem with lag, when going down. Not sure.
Enemy doing extra animations
After placing a barrel that could explode at the end of a hallway, with a enemy around the corner. set to Chase. If I shot the barrel to cause the explosion, when going around the corner, the enemy would be in a swim animation floating off the ground, when shot would go into the Chase script, yet in a funny manner, wanting to run into the wall. Not shoting the barrel, caused no effect.
double L shape segment theory
After making a level based on 3-4 vertical levels, with a centre room, with adjoining rooms on the outer areas. Adding various lights, entitys etc. I found I incounted a problem. Without not know what the real cause was, I set off to find out.
The end result was a poor shaped main room (med/large), that was in the shape of a L. I will post a pic soon.
When standing in the larger area of the L, it showed 33fps on all sides, except the side facing the smaller section of the L shape room.
From the other side, same results. Only when facing the large area, would drop fps. After only adding 2 segment blocks, that the entire level picked up fps. I had to change design, yet the result paid off.
I hope this will help some users. I plan to hit the editor for awhile, and Im still hoping to release a new level pic soon. And then get into some work. So until then, here's my tips, use them if it helps.
Working on a new title, planning in progress.