Moving units leave trails when No Update=On

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JPJ
Posts: 130
Joined: Sat Jul 15, 2017 11:03 am

Moving units leave trails when No Update=On

Post by JPJ »

Moving units leave trails if I move them when No Update (Player Options) is set to On.

The trails remain when I scroll the map.
They disappear after I zoom the map or scroll that part beyond the edge of the screen and back.

This never occurs when No Update is Off.

noupdate=N, Y=Map doesn’t reposition with each combat report


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PlayerOpti..UpdateOn.jpg
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sPzAbt653
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RE: Moving units leave trails when No Update=On

Post by sPzAbt653 »

Why are you trying to play with No Update = Y ?

No Update: Meant for computer vs computer
play when trying to tune the PO. This should
only be set to that for that purpose, it can lead
to units not moving on the map and other
issues.
JPJ
Posts: 130
Joined: Sat Jul 15, 2017 11:03 am

RE: Moving units leave trails when No Update=On

Post by JPJ »

ORIGINAL: sPzAbt653

No Update: Meant for computer vs computer

I overlooked that, the above screenshot was with a human player.

I was trying to see if this setting stops repositioning the map when exiting the Combat Results window a propos this question:
tm.asp?m=4392177

---
Edit:
The trails are also there when playing computer vs computer.
This screenshot is Kasserine computer vs computer; the trails appear when units move with No Update = Yes, and not with No.


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Oberst_Klink
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RE: Moving units leave trails when No Update=On

Post by Oberst_Klink »

JP

please dump your Opart4.ini here; What about nodelay=Y or N? What about the RAM situation? If <= 4GB, use the switsch smallram=Y

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JPJ
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Joined: Sat Jul 15, 2017 11:03 am

RE: Moving units leave trails when No Update=On

Post by JPJ »

This happens in computer vs computer if No Update = Yes and No Delay = No.
It does not happen if both are No or both are Yes.

RAM is 16 GB installed.
I have attached my Opart4.ini.
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Oberst_Klink
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RE: Moving units leave trails when No Update=On

Post by Oberst_Klink »

Looks like it might be another (potential/guess?!) hyper-threading issue. You got a qaud-core or higher CPU? If so, what about the multicpu switch?

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sPzAbt653
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RE: Moving units leave trails when No Update=On

Post by sPzAbt653 »

There is no reason to set it to Yes, set it to No and move on. What am I missing in this conversation ?
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RE: Moving units leave trails when No Update=On

Post by Oberst_Klink »

Some issues are related to... well, multi-CPU, hyper threading/interlacing... like... machines that are 'too fast' or graphics processors conflicting with the main CPUs. As for me, I got a 'crappy' old PC with just 4GB RAM and a 2GB Vid Card and there's no problem with graphic glitches. In short, and in understandable terms - It's an overkill of CPU and graphics card memory/CPU power.

http://www.tomshardware.co.uk/forum/308 ... ng-problem

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JPJ
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RE: Moving units leave trails when No Update=On

Post by JPJ »

Oberst, setting MultiCPU either to Yes or No makes no discernable difference.

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ORIGINAL: sPzAbt653

There is no reason to set it to Yes, set it to No and move on. What am I missing in this conversation ?

I thought the possibility of this thread being helpful for developers outweighed the risk of being a non-issue.

I was wrong initially about this occuring in human vs. computer (post #1) and you pointed me in the right direction (#2) (this function is meant for computer vs computer), but then it bugged me that this function does not work well in the situation it is meant for (#3 edit).

When I saw Ralph's reply to my message here (#65 and #68), it confirmed my suspicion that some issues in the game could be due to threading. And the thing with threading etc. issues is that something that can be a non-issue or barely noticeable for one player, can completely break the game on the machine of another player, even in a different part of the game. That and some other things made me think my issue in this remote corner of the game may be important enough to warrant a thread, being confident that developers would recognize it as possible threading etc. without saying that with so many words (which they did).

So I cannot say what ultimately causes it, this or another cause, and I'm also fine if devs decide to ignore it, but as long as it interests the devs I am willing to give more information to help them sort it out.
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