Strange Lag Issue

Discussion in 'Mapping Questions & Discussion' started by BagOfChips, May 2, 2009.

  1. BagOfChips

    BagOfChips L5: Dapper Member

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    Positive Ratings:
    11
    I was messing around with Icarus' tug-of-war prefab and I am getting very bad lag. This is the whole map I had mad so far. (Wanted to practice with displacements) [​IMG]

    It's a bridge, 8 pieces of track, the prefab, and 8 displacements. When I load up, my fps is around 200. After about ten seconds it's under 100. After a few more it stops at ~20 fps. It does the same on full bright, and the whole map is in a small 2d skybox cube. No leaks.
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    developer 2

    Any messages?
     
  3. BagOfChips

    BagOfChips L5: Dapper Member

    Messages:
    227
    Positive Ratings:
    11
    Code:
    [code]No pure server whitelist. sv_pure = 0
       VAC secure mode disabled.
    [WFT] This is Snoipah connected
    Redownloading all lightmaps
    ] developer 2
    unhandled input: (RoundStart) -> (team_control_point_master,MasterCP)
    Blocking load of scene from 'scenes/Player/Scout/low/368.vcd'
    Blocking load of scene from 'scenes/player/scout/low/idleloop01.vcd'
    Warning : Particle system (medicgun_beam_blue_healing) using unassigned ControlPoint 1!
    (36.19) input <NULL>: zz_teamplay_timelimit_timer.ShowInHUD(1)
    Warning: Deleting orphaned children of func_tracktrain
    (36.19) input <NULL>: phys_constraint.ConstraintBroken()
    **** Adding control point Central Checkpoint with index 3 to control point master
    **** Adding control point BLU Checkpoint with index 4 to control point master
    **** Adding control point BLU Terminus with index 5 to control point master
    **** Adding control point RED Checkpoint with index 2 to control point master
    **** Adding control point RED Terminus with index 1 to control point master
    (36.19) input <NULL>: zz_teamplay_timelimit_timer.SetTime(1800)
    (36.19) input <NULL>: zz_teamplay_timelimit_timer.Resume(1800)
    (36.19) input <NULL>: zz_teamplay_timelimit_timer.Enable(1800)
    unhandled input: (RoundSpawn) -> (worldspawn,worldspawn)
    unhandled input: (RoundSpawn) -> (tf_team,tf_team)
    unhandled input: (RoundSpawn) -> (tf_team,tf_team)
    unhandled input: (RoundSpawn) -> (tf_team,tf_team)
    unhandled input: (RoundSpawn) -> (tf_team,tf_team)
    unhandled input: (RoundSpawn) -> (soundent,soundent)
    unhandled input: (RoundSpawn) -> (tf_player_manager,tf_player_manager)
    unhandled input: (RoundSpawn) -> (tf_objective_resource,tf_objective_resource)
    unhandled input: (RoundSpawn) -> (ai_network,BigNet)
    unhandled input: (RoundSpawn) -> (shadow_control,shadow_control)
    unhandled input: (RoundSpawn) -> (env_fog_controller,fog_controller)
    unhandled input: (RoundSpawn) -> (tf_gamerules,tf_gamerules)
    unhandled input: (RoundSpawn) -> (player,player)
    unhandled input: (RoundSpawn) -> (tf_viewmodel,tf_viewmodel)
    unhandled input: (RoundSpawn) -> (tf_viewmodel,tf_viewmodel)
    unhandled input: (RoundSpawn) -> (scene_manager,scene_manager)
    unhandled input: (RoundSpawn) -> (tf_weapon_scattergun,tf_weapon_scattergun)
    unhandled input: (RoundSpawn) -> (tf_weapon_pistol_scout,tf_weapon_pistol_scout)
    unhandled input: (RoundSpawn) -> (tf_weapon_bat,tf_weapon_bat)
    unhandled input: (RoundSpawn) -> (env_tonemap_controller,tonemap_global)
    unhandled input: (RoundSpawn) -> (logic_auto,logic_auto)
    (36.19) input <NULL>: info_player_teamspawn.RoundSpawn()
    unhandled input: (RoundSpawn) -> (logic_auto,logic_auto)
    unhandled input: (RoundSpawn) -> (team_train_watcher,PL_Watcher)
    unhandled input: (RoundSpawn) -> (path_track,track77)
    unhandled input: (RoundSpawn) -> (trigger_hurt,train2_hurt)
    unhandled input: (RoundSpawn) -> (prop_physics,Prop_Payload)
    unhandled input: (RoundSpawn) -> (trigger_hurt,train2_hurt)
    unhandled input: (RoundSpawn) -> (phys_constraint,Phys_Payload)
    unhandled input: (RoundSpawn) -> (filter_activator_class,Filter_NoPlayers)
    unhandled input: (RoundSpawn) -> (mapobj_cart_dispenser,healbeam_BLU)
    unhandled input: (RoundSpawn) -> (mapobj_cart_dispenser,healbeam_RED)
    unhandled input: (RoundSpawn) -> (logic_relay,Relay_RED3)
    (36.19) input <NULL>: Trigger_BLUCart.RoundSpawn()
    (36.19) input <NULL>: Trigger_REDCart.RoundSpawn()
    unhandled input: (RoundSpawn) -> (logic_relay,Relay_BLU3)
    unhandled input: (RoundSpawn) -> (logic_case,LogicCaseBLU)
    unhandled input: (RoundSpawn) -> (math_remap,remapBLU)
    unhandled input: (RoundSpawn) -> (logic_case,LogicCaseRED)
    unhandled input: (RoundSpawn) -> (math_remap,remapRED)
    (36.19) input <NULL>: CP_Init.RoundSpawn()
    unhandled input: (RoundSpawn) -> (info_particle_system,Glow_BLUCart)
    unhandled input: (RoundSpawn) -> (team_control_point,CP_Center)
    unhandled input: (RoundSpawn) -> (info_particle_system,Glow_redCart)
    unhandled input: (RoundSpawn) -> (func_tracktrain,PL_Payload)
    unhandled input: (RoundSpawn) -> (func_door,DispcontrolBLU)
    unhandled input: (RoundSpawn) -> (func_door,DispcontrolRED)
    unhandled input: (RoundSpawn) -> (dispenser_touch_trigger,dispenser_BLU)
    unhandled input: (RoundSpawn) -> (dispenser_touch_trigger,dispenser_RED)
    unhandled input: (RoundSpawn) -> (info_particle_system,Glow_BLUCart)
    unhandled input: (RoundSpawn) -> (info_particle_system,Glow_redCart)
    unhandled input: (RoundSpawn) -> (path_track,track176)
    unhandled input: (RoundSpawn) -> (path_track,track177)
    (36.19) input <NULL>: MasterCP.RoundSpawn()
    **** Adding control point Central Checkpoint with index 2 to control point master
    **** Adding control point BLU Checkpoint with index 3 to control point master
    **** Adding control point BLU Terminus with index 4 to control point master
    **** Adding control point RED Checkpoint with index 1 to control point master
    **** Adding control point RED Terminus with index 0 to control point master
    unhandled input: (RoundSpawn) -> (team_control_point,CP_BLUBase)
    unhandled input: (RoundSpawn) -> (logic_relay,Relay_RED4)
    unhandled input: (RoundSpawn) -> (logic_relay,Relay_BLU2)
    unhandled input: (RoundSpawn) -> (path_track,track179)
    unhandled input: (RoundSpawn) -> (path_track,track37)
    unhandled input: (RoundSpawn) -> (path_track,track178)
    unhandled input: (RoundSpawn) -> (team_control_point,CP_BLUHQ)
    unhandled input: (RoundSpawn) -> (path_track,track1)
    unhandled input: (RoundSpawn) -> (path_track,track2)
    unhandled input: (RoundSpawn) -> (path_track,track181)
    unhandled input: (RoundSpawn) -> (path_track,track180)
    unhandled input: (RoundSpawn) -> (path_track,track119)
    
     
  4. BagOfChips

    BagOfChips L5: Dapper Member

    Messages:
    227
    Positive Ratings:
    11
    Code:
    unhandled input: (RoundSpawn) -> (logic_relay,Relay_BLU4)
    unhandled input: (RoundSpawn) -> (logic_relay,Relay_RED2)
    unhandled input: (RoundSpawn) -> (team_control_point,CP_REDBase)
    unhandled input: (RoundSpawn) -> (path_track,track156)
    unhandled input: (RoundSpawn) -> (path_track,track155)
    unhandled input: (RoundSpawn) -> (team_control_point,CP_REDHQ)
    (36.19) input <NULL>: zz_teamplay_timelimit_timer.RoundSpawn()
    unhandled input: (RoundActivate) -> (worldspawn,worldspawn)
    unhandled input: (RoundActivate) -> (tf_team,tf_team)
    unhandled input: (RoundActivate) -> (tf_team,tf_team)
    unhandled input: (RoundActivate) -> (tf_team,tf_team)
    unhandled input: (RoundActivate) -> (tf_team,tf_team)
    unhandled input: (RoundActivate) -> (soundent,soundent)
    unhandled input: (RoundActivate) -> (tf_player_manager,tf_player_manager)
    unhandled input: (RoundActivate) -> (tf_objective_resource,tf_objective_resource)
    unhandled input: (RoundActivate) -> (ai_network,BigNet)
    unhandled input: (RoundActivate) -> (shadow_control,shadow_control)
    unhandled input: (RoundActivate) -> (env_fog_controller,fog_controller)
    unhandled input: (RoundActivate) -> (tf_gamerules,tf_gamerules)
    unhandled input: (RoundActivate) -> (player,player)
    unhandled input: (RoundActivate) -> (tf_viewmodel,tf_viewmodel)
    unhandled input: (RoundActivate) -> (tf_viewmodel,tf_viewmodel)
    unhandled input: (RoundActivate) -> (scene_manager,scene_manager)
    unhandled input: (RoundActivate) -> (tf_weapon_scattergun,tf_weapon_scattergun)
    unhandled input: (RoundActivate) -> (tf_weapon_pistol_scout,tf_weapon_pistol_scout)
    unhandled input: (RoundActivate) -> (tf_weapon_bat,tf_weapon_bat)
    unhandled input: (RoundActivate) -> (env_tonemap_controller,tonemap_global)
    unhandled input: (RoundActivate) -> (logic_auto,logic_auto)
    unhandled input: (RoundActivate) -> (info_player_teamspawn,info_player_teamspawn)
    unhandled input: (RoundActivate) -> (logic_auto,logic_auto)
    (36.19) input <NULL>: PL_Watcher.RoundActivate()
    link 0 = 0.00
    link 1 = 0.00
    link 2 = 0.00
    link 3 = 0.00
    unhandled input: (RoundActivate) -> (path_track,track77)
    unhandled input: (RoundActivate) -> (trigger_hurt,train2_hurt)
    unhandled input: (RoundActivate) -> (prop_physics,Prop_Payload)
    unhandled input: (RoundActivate) -> (trigger_hurt,train2_hurt)
    unhandled input: (RoundActivate) -> (phys_constraint,Phys_Payload)
    unhandled input: (RoundActivate) -> (filter_activator_class,Filter_NoPlayers)
    unhandled input: (RoundActivate) -> (mapobj_cart_dispenser,healbeam_BLU)
    unhandled input: (RoundActivate) -> (mapobj_cart_dispenser,healbeam_RED)
    unhandled input: (RoundActivate) -> (logic_relay,Relay_RED3)
    unhandled input: (RoundActivate) -> (trigger_capture_area,Trigger_BLUCart)
    unhandled input: (RoundActivate) -> (trigger_capture_area,Trigger_REDCart)
    unhandled input: (RoundActivate) -> (logic_relay,Relay_BLU3)
    unhandled input: (RoundActivate) -> (logic_case,LogicCaseBLU)
    unhandled input: (RoundActivate) -> (math_remap,remapBLU)
    unhandled input: (RoundActivate) -> (logic_case,LogicCaseRED)
    unhandled input: (RoundActivate) -> (math_remap,remapRED)
    unhandled input: (RoundActivate) -> (trigger_capture_area,CP_Init)
    unhandled input: (RoundActivate) -> (info_particle_system,Glow_BLUCart)
    (36.19) input <NULL>: CP_Center.RoundActivate()
    unhandled input: (RoundActivate) -> (info_particle_system,Glow_redCart)
    unhandled input: (RoundActivate) -> (func_tracktrain,PL_Payload)
    unhandled input: (RoundActivate) -> (func_door,DispcontrolBLU)
    unhandled input: (RoundActivate) -> (func_door,DispcontrolRED)
    unhandled input: (RoundActivate) -> (dispenser_touch_trigger,dispenser_BLU)
    unhandled input: (RoundActivate) -> (dispenser_touch_trigger,dispenser_RED)
    unhandled input: (RoundActivate) -> (info_particle_system,Glow_BLUCart)
    unhandled input: (RoundActivate) -> (info_particle_system,Glow_redCart)
    unhandled input: (RoundActivate) -> (path_track,track176)
    unhandled input: (RoundActivate) -> (path_track,track177)
    (36.19) input <NULL>: MasterCP.RoundActivate()
    (36.19) input <NULL>: CP_BLUBase.RoundActivate()
    unhandled input: (RoundActivate) -> (logic_relay,Relay_RED4)
    unhandled input: (RoundActivate) -> (logic_relay,Relay_BLU2)
    unhandled input: (RoundActivate) -> (path_track,track179)
    unhandled input: (RoundActivate) -> (path_track,track37)
    unhandled input: (RoundActivate) -> (path_track,track178)
    (36.19) input <NULL>: CP_BLUHQ.RoundActivate()
    unhandled input: (RoundActivate) -> (path_track,track1)
    unhandled input: (RoundActivate) -> (path_track,track2)
    unhandled input: (RoundActivate) -> (path_track,track181)
    unhandled input: (RoundActivate) -> (path_track,track180)
    unhandled input: (RoundActivate) -> (path_track,track119)
    unhandled input: (RoundActivate) -> (logic_relay,Relay_BLU4)
    unhandled input: (RoundActivate) -> (logic_relay,Relay_RED2)
    (36.19) input <NULL>: CP_REDBase.RoundActivate()
    unhandled input: (RoundActivate) -> (path_track,track156)
    unhandled input: (RoundActivate) -> (path_track,track155)
    (36.19) input <NULL>: CP_REDHQ.RoundActivate()
    unhandled input: (RoundActivate) -> (team_round_timer,zz_teamplay_timelimit_timer)
    (36.19) input PL_Payload: track176.InPass()
    Blocking load of scene from 'scenes/player/scout/low/idleloop01.vcd'
    unhandled input: (OnPlayerSpawn) -> (game_player_manager), from (player,); target entity not found
    (36.39) output: (logic_auto,) -> (tonemap_global,SetBloomScale)(.5)
    (36.39) output: (logic_auto,) -> (tonemap_global,SetAutoExposureMax)(.8)
    (36.39) output: (logic_auto,) -> (tonemap_global,SetAutoExposureMin)(.5)
    (36.39) output: (logic_auto,) -> (tf_gamerules,setstalemateontimelimit)(1)
    (36.39) output: (logic_auto,) -> (tf_gamerules,SetBlueTeamGoalString)(#Goldrush_blue_final_goal)
    (36.39) output: (logic_auto,) -> (tf_gamerules,SetRedTeamGoalString)(#Goldrush_blue_final_goal)
    (36.39) output: (logic_auto,) -> (tf_gamerules,SetRedTeamRespawnWaveTime)(10)
    (36.39) output: (logic_auto,) -> (tf_gamerules,SetBlueTeamRespawnWaveTime)(10)
    (36.39) input : tonemap_global.SetBloomScale(.5)
    (36.39) input : tonemap_global.SetAutoExposureMax(.8)
    (36.39) input : tonemap_global.SetAutoExposureMin(.5)
    (36.39) input : tf_gamerules.setstalemateontimelimit(1)
    (36.39) input : tf_gamerules.SetBlueTeamGoalString(#Goldrush_blue_final_goal)
    (36.39) input : tf_gamerules.SetRedTeamGoalString(#Goldrush_blue_final_goal)
    (36.39) input : tf_gamerules.SetRedTeamRespawnWaveTime(10)
    (36.39) input : tf_gamerules.SetBlueTeamRespawnWaveTime(10)
    unhandled input: (RoundStart) -> (team_control_point_master,MasterCP)
    Blocking load of scene from 'scenes/Player/Scout/low/367.vcd'
    
     
  5. SiniStarR

    SiniStarR L8: Fancy Shmancy Member

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    116
    want to send the link of the map to see if it happens to anyone else?
     
  6. BagOfChips

    BagOfChips L5: Dapper Member

    Messages:
    227
    Positive Ratings:
    11
    no lag without the prefab.

    i deleted all of the cart stuff for now and I'm getting 300 fps constant. I guess I'll worry about the kart later.
     
  7. StoneFrog

    StoneFrog L6: Sharp Member

    Messages:
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    Positive Ratings:
    81
    Those console errors sound as if you have entities processing Inputs/Outputs to entities that don't exist, such as missing spawnpoints and relays. Did you copy over all the entities from the prefab?
     
  8. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    By chance is the cart a physprop and the track props set to have collisions? I don't see anything of note in the console report.
     
  9. BagOfChips

    BagOfChips L5: Dapper Member

    Messages:
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    Positive Ratings:
    11
    The cart is a prop_physics_override. I selected all from his prefab pack.