Solved "Not Responding"/Freezing during level transitions

Question that is answered or resolved.

MysticalMist

Well-known member
So, I came across an unusual issue. Maybe it's just something on my computer I need to update, but I don't want it to persist in case it actually does affect my projects upon releasing them. I'm using the 4.0 7735 build for reference.

While working on one of my games, I noticed that when the level ends and begins to fade, it freezes involuntarily for a moment and stops responding before it immediately jumps to the next section like nothing happened. I turned on debugging settings and noticed the ram was fine (save for one incident where the usage randomly spiked, but upon resetting the game and playing around on it, it was at a consistent level, though I've yet to figure out or find where that spike happened). I checked on another smaller project that much, much less data put into it and the issue somehow persisted on that. Weird.

I played some other OpenBOR games to see if it was a video issue on my end but they didn't have that issue and levels faded out and transitioned to the next as normal.

What would cause this usually? Anything helps.
 
Solution
SOLVED.

Figured out the problem, I think. For some reason, CMT had settings files inside the data folder on accident. Once I deleted that and cleaned up CMT's settings a bit on my end so it didn't clutter the data folder, the issue no longer persists. Perhaps that explains the RAM spike as well. Whoops.
SOLVED.

Figured out the problem, I think. For some reason, CMT had settings files inside the data folder on accident. Once I deleted that and cleaned up CMT's settings a bit on my end so it didn't clutter the data folder, the issue no longer persists. Perhaps that explains the RAM spike as well. Whoops.
 
Solution
I'm actually to have to come back here, I somehow came across this issue again, BUT there's no CMT settings inside the data folder. I have also cleaned up any back-up files and tried to purging the old save files. I feel like something is cluttering up the data that makes the fade freeze up just before the next level is loading.

Sadly, the logs didn't give me much info either. Does anyone know how to optimize/"clean up" a data folder properly from issues like this without accidentally deleting actual data?
 
Thanks for the suggestion. I downloaded your latest version. Though unfortunately, the issue still persists.
@MysticalMist Ok, in this case we can discard an engine issue, I never saw it happening with the build 7612.

I suggest checking your endlevel.c file and gradually disable all the tasks there until the issue stop happening.

I also suggest checking if you have the function "load" (engine command and script function) somewhere. It may be related to the flag 3, and it explains the lack of information in the log during the level ending, when the models are unloaded.
 
@MysticalMist Ok, in this case we can discard an engine issue, I never saw it happening with the build 7612.

I suggest checking your endlevel.c file and gradually disable all the tasks there until the issue stop happening.

I also suggest checking if you have the function "load" (engine command and script function) somewhere. It may be related to the flag 3, and it explains the lack of information in the log during the level ending, when the models are unloaded.

I have just looked back at my endlevel.c file and all I have is this:

Code:
void main()
{
  changeopenborvariant("slowmotion", 0);
setglobalvar("L0", NULL());
setglobalvar("V0", NULL());
}

That being said though, I do have a VERY busy update.c and updated.c file. Should I share them both here?
 
Not yet, I first suggest disabling the "slowmotion" code in the endlevel.c. Then, make some tests to see if the issue persists.
I am in sheer disbelief, I probably spent 10 minutes straight repeating the fade and couldn't believe it was literally just that.

Thank you SO much for your help in patience. I just hope in a cruel twist of irony that I come back to this thread again 😵‍💫
 
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