安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








I have done a lot of tests and I think one is the best condidate for me at least.
The amount of empty vehicles that player uses to collect gear + The diversity of collected gear not the ammount of guns you have of each type but rather the amount of type of guns you have.
2 second delay because of that and 2 other seconds because of another reason and you get the lag of death!
IMHO it's a combination of stackable little tiny "memory leaks" that sum to bad lag when combined.
I am here to test too and I play tthis mission exlusivly even with recent games purchases I am still addicted to this mission.
BR.
"About the WLA menu slow down I noticed one thing...
When the menu is slow to open, it appears like AI is less quick to react... For example, if I have a vehicle colum following me, when WLA menu is quick, I can see the AI in the vehicle behind me driving fine, following appropriately any path and avoiding obstacles in a decent way... when the menu slows down, driving AI appears to make weird things, and almost always stucks on easy passages...
In games usually this happens when the AI tasks are too much delayed between calls, as the movement usually is calculated by time interpolation, and the only time the AI has is the tick of its task... so, if timing between task calls and so ticks is too long, the interpolation becomes less precise, and usually, for a moving AI this is transformed in a 'cutting the corners' behaviour...
I dunno if this may be a clue, as I dunno how A3 coding works, I'd look eventually also into weird loops that may happen, that may be keeping CPU time or locking AI Tasks so that we have the 'cutting the corners' effect..."
I am out of Ideas. the vehicles used to collect gear are irrelevent to the gear storage after collection. Also. I have tried one theory. if the vehicle used to collect the gear is the same as the one used to construct and no slow down too.
let's face it however, the menu lag is not as sever as it was before the gard issue was rsolved by Saok. and it's totally fixable by reloading Saok save. so basically it's not that bad.
I will keep testing.
Could take time to find the exact cause. The dialog slowdown could be very unrelated to the dialogs itself. Most likely there is some bad infinite loop triggering or some array overgrowing.
please check that out too.
The menu delay was over 1 second within 30 minutes, which was consistent with the typical progression. I tried 4 times, using yesterdays collection of vehicles as the control.
I summoned each type of vehicle and collected gear from corpses with each one, which led to a 2-3 second menu delay by the end of 1 hour.
I summoned only a marshall, and collected gear from corpses which led to a 2-3 second delay after 1 hour.
I collected gear from crates with all vehicle types, resulting in a 1/2 second menu delay after 1 hour.
And I summoned only a marshall, and collected gear from crates, resulting in 1/2 second menu delay after 1 hour.
A good thought. One more possiblility crossed off. You know, OneShotKillah said that he hasn't had any menu delay. I wonder what his settings are?
Edit: Wait. Are you OneShotKillah? You said after the last update that you weren't getting any delay. What happened that you are now getting it again?
So vehicules have nothing to do with the LAG, hmmm , I am out of Ideas.