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FPSC Classic Product Chat / "Waiting for Threads to Finish"

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Muzzles56
16
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Joined: 28th Feb 2010
Location: Ireland
Posted: 10th Apr 2013 19:17 Edited at: 10th Apr 2013 19:18
I am building a game, and recently when I test, it has been "Waiting for Threads to Finish". I made quite a few test levels in the past and I haven't had this come up beforehand. I am facing a very strict deadline and this process takes a VERY long time. I end up just cancelling the test. Is there any way to greatly speed up this process or, even better, skip it entirely?

Tomahawk
13
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Joined: 16th Dec 2012
Location: Where do you think I live?
Posted: 10th Apr 2013 21:12 Edited at: 10th Apr 2013 21:13
For me it is one of the fastest parts. Most of the time it takes long during the larger levels, but adi know of there is no way of getting around this part of testing

Muzzles56
16
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Joined: 28th Feb 2010
Location: Ireland
Posted: 10th Apr 2013 21:32
It used to go fast for me too. The only previous experience i had of this was making a tiny arena game.
Flatlander
FPSC Tool Maker
19
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 10th Apr 2013 21:43
It has to do with the placement of static lights and static entities in relationship to each other. It sometimes is difficult to figure out exactly what needs to be done. I have tried deleting some of the lights that are very close to each other.

This is one area of the code I have difficulty figuring out because of the fact that it gets involved with math and I don't know what all but I'm not able to figure it out. I do know that it has to do with the engine figuring out placement of shadows during this part of the compilation process.


I'm addicted to programming and coffee!
Muzzles56
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Location: Ireland
Posted: 10th Apr 2013 21:55
So if I delete some lights and make one larger light to cover multiple areas, it would reduce the time?
Flatlander
FPSC Tool Maker
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 10th Apr 2013 22:15
Maybe. No guarantee but worth a try. As I have said in many other threads, trial and error is the what one has to do when creating a level.

What I like to do is test very, very often as I create the level. This way I can spot any problems and so back things up.


I'm addicted to programming and coffee!
s4real
VIP Member
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Posted: 12th Apr 2013 02:46 Edited at: 12th Apr 2013 02:46
Muzzles56 :- What your computer specs.

Change the lightmapthreadmax to -2 in the setup.ini and see if that helps.

best s4real

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Flatlander
FPSC Tool Maker
19
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 12th Apr 2013 04:39
Quote: "Change the lightmapthreadmax to -2 in the setup.ini and see if that helps."


s4real, I forgot about this setup variable. I forgot probably because I don't know how it works or what the values mean. Mine happens to be set at a -1. Is this the default or is there a different default?


I'm addicted to programming and coffee!
BlackFox
FPSC Master
18
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 12th Apr 2013 04:44
Quote: "
lightmapthreadmax=set the number of CPU threads to use during the lightmapping process (default is -1 which specifies ALL available threads) (-2=single threaded)"



There's no problem that can't be solved without applying a little scripting.
Muzzles56
16
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Joined: 28th Feb 2010
Location: Ireland
Posted: 12th Apr 2013 13:18
Quote: "Muzzles56 :- What your computer specs.

Change the lightmapthreadmax to -2 in the setup.ini and see if that helps.

best s4real"


I have an AMD FX-8120 8 Core Processor at 3.1GHz
16GB RAM
AMD Radeon 7770
s4real
VIP Member
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Posted: 17th Apr 2013 16:19
You shouldn't have to much problems with those specs, depends how many dynamic lights you used in your map.

I would use static lights as much as possible and use dynamic when wanting lights using scripts.

Static light once built don't calculate again until there a new light in the map.

best s4real

Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
Help keep vishnu free by pledging now :- http://vishnu.chipin.com/vishnu
Muzzles56
16
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Location: Ireland
Posted: 17th Apr 2013 18:20
That's the thing, I only used static lights for this level.

In the end, I just changed lighting to "Best for performance", but I would like this solved for future projects
Disturbing 13
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Posted: 21st Jun 2013 03:04
I'm having the same problem but only with new model I'm creating. I'm doing very basic test and not getting past the 98% mark on building threads. This is not only preventing me from my project but also the creation of a new pack. Any ideas? I have it on best quality and upped my light texture size ect.

Model pack 66-99 high quality items...cheap!!
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s4real
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Posted: 21st Jun 2013 03:34
D13 :- If you can email a project map you working on with the problem and maybe the models I could look into it before times run out.

I've never had the problem so can't fix the issue without seeing the problem at hand.

best s4real

Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
Help keep vishnu free by pledging now :- http://vishnu.chipin.com/vishnu
Disturbing 13
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Posted: 21st Jun 2013 03:41
I think I may have found the problem. It could just be my export settings. For some reason any static entity I made or altered in Milk shape then exported from Fragmotion caused the hangup. I just had success with exporting from milk shape but with one problem- I had to add a bone to the model. JT exporter in milk shape crashes milk shape if you don't have a bone. No bone models was a source of my high poly /low frame rate performance in FPSC but unfortunately I have to adhere to what FPSC wants.

Model pack 66-99 high quality items...cheap!!
"Who loves ya baby!"
Wolf
18
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 21st Jun 2013 03:44
Quote: "In the end, I just changed lighting to "Best for performance""


So you used the other setting before? Dont! Keep using best for performance.



-Wolf

http://www.serygalacaffeine.com
Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.

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