MV Anti Lag plugin.........Anyone???

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Mkingdom

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I'm using alot of events and I need an anti lag script. Does anyone know of one for MV.
 

slimmmeiske2

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I've moved this thread to Plugin Requests. Please be sure to post your threads in the correct forum next time. Thank you.

 

Kuro DCupu

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RMMV has already equipped with standard function to prevent leak and lag, expecially to handle a lot of events. If you believe your lag problem came from a lot of events, then you must have used absurdly TONS of events. Else it came from plugins. Because CMIIW I don't think there are any antilag for MV (idk, I only tried googling)

You need to be more specific of what you really think the causes of the lag. Try disabling your plugin one by one. Fix how you design your events. etc
 

Mkingdom

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It lags alot when I have alot of custom movement events going for animations on large maps.
 

TheoAllen

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I tried to port my anti-lag to MV, however, 300 events on 100x100 maps, auto movement, simultaneously, no lag happens in my end while in Ace 100 events I've already seen the lag. Can't make an anti-lag when it doesn't happen at all (the worst I've encountered was just a frame hiccups but there was no constant frame dropping).

Maybe, you can try to do a favor by creating a new project, free from plugins, and try to do a stress test by putting an absurdly a lot of events. Then maybe people can try to look and optimize the performance based on your demo.
 

Andar

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@Mkingdom
what you need to understand is that lag has many causes and there is no single fix for all of them.
Any anti-lag function can only target a specific cause of lag as a result.

So you need to find out why you have lag before anyone can help you.
As theoallen said in a regular case 300 events on a 100x100 map should not cause lag as long as they are used correctly - but a single badly programmed parallel process can lag any computer to hell.

So how many events are "a lot" for you? Please give us details and numbers, and then we can tell you if it's those events that might cause the lag or if it is something else.
 

Shaz

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What are your "custom movement" events? How are you doing them? Is it by a Custom Autonomous Movement Route? Or have you added a Movement Route event command to all of them and set them to parallel process?

It's no secret that a lot of parallel process events will cause lag unless you set them up correctly.
 

Mkingdom

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I checked my game without any plugins and its definitely the plugins. Now how to un**** my game...sigh.
 

TheoAllen

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First you need to identity which plugin causes the lag, then report to the plugin dev or ask here. Be sure to be informative when reporting it.
 

Andar

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Now how to un**** my game...sigh.
The key to solving any problem is information. We can only help if we get that information.
For example you could have posted a screenshot of yourplugin manager with all the plugins you have installed - including their order, because sometimes problems are caused by the wrongorder of plugins when every single plugin is without bugs alone.

Additionally, it is usually much better if you want to link to a plugin to link to the website with the description of the plugin instead of only to the download of the file itself, because very often those websites contain additional instructions on how to use them or a list of known bugs etc.
 

Mkingdom

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The key to solving any problem is information. We can only help if we get that information.
For example you could have posted a screenshot of yourplugin manager with all the plugins you have installed - including their order, because sometimes problems are caused by the wrongorder of plugins when every single plugin is without bugs alone.

Additionally, it is usually much better if you want to link to a plugin to link to the website with the description of the plugin instead of only to the download of the file itself, because very often those websites contain additional instructions on how to use them or a list of known bugs etc.
I edited my previous post with the correct information.
 

Andar

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I can only see one problem with that list:
you renamed the halfmove plugin file, and that can cause problems.

The plugin filename becomes part of the data structure of the plugin, and some access commands will only work if it remains the same. But in the plugin list the plugin is named HalfMove1 instead of HalfMove

I don't know if that will solve the lag problem (most likely not) but it is a bug that might cause problems depending on how the plugin is programmed.
 

TheoAllen

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Andar has pointed out one specific problem, but let's assume that you named the plugin file correctly.

Yeah its half move plugin
How do you confirm this?
Did you turn off the plugin and the lag is gone?
Can you replicate the performance drop in a fresh project with ONLY this plugin?
If yes, maybe you can try to share the demo project for anyone who wants to look into it.

Granted, I noticed that the plugin changes how the event collision works, however, I didn't read into the detail, it MIGHT or MIGHT NOT the culprit. So, you need to do a stress test by using the plugin alone if it actually was the issue.
 

Mkingdom

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Andar has pointed out one specific problem, but let's assume that you named the plugin file correctly.


How do you confirm this?
Did you turn off the plugin and the lag is gone?
Can you replicate the performance drop in a fresh project with ONLY this plugin?
If yes, maybe you can try to share the demo project for anyone who wants to look into it.

Granted, I noticed that the plugin changes how the event collision works, however, I didn't read into the detail, it MIGHT or MIGHT NOT the culprit. So, you need to do a stress test by using the plugin alone if it actually was the issue.
Yeah I turned off the plugin and the lag is gone. With the plugin on during one of my most animated areas the FPS dips to 30, but with it off the FPS stays static at 60. I changed the name of the plugin as Andar suggested still no fix. I contacted the author of the plugin on github. Lets see if they respond.
 

TheGameAfter

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Hey there, If you looking for an alternative for this type of movement feeling/options, I will recommend checking the following plugins:

Diagonal + Water movement feeling:

> 'Eli_FixAnalogMove'
'> AltimitPixelMovement'

If It's just about the direction:

> GALV_DiagonalMovement + GALV_MoveRouteExtras
> VE_DiagonalMovement

I hope one of this plugin will be a good replacement if you don't find a way to fix the 'Half move' plugin.
 
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Mkingdom

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Hey there, If you looking for an alternative for this type of movement feeling/options, I will recommend checking the following plugins:

Diagonal + Water movement feeling:

> 'Eli_FixAnalogMove'
'> AltimitPixelMovement'

If It's just about the direction:

> GALV_DiagonalMovement + GALV_MoveRouteExtras
> VE_DiagonalMovement

I hope one of this plugin will be a good replacement if you don't find a way to fix the 'Half move' plugin.
Do any of those involve half steps.
 

TheGameAfter

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Do any of those involve half steps?
So I checked again, in order to get a similar 'half move' effect like the 'half move' plugin, you will need one of the following plugins:

Option 01: AltimitPixelMovement.js, that should do the work.

Option 02: if for some reason this plugin not work, another alternative will be to get the following plugins and put them together:


1. SAN_AnalogMove
(Change the 'movement' to a 'dot' movement that does not depend on the tile.)

2. Eli_FixAnalogMove.js
(Fix direction problem with SAN_AnalogMove.js)

3. SAN_AnalogStick.js
(Add support movement in any direction and speed adjustment)


You can check this example to see how it looks like with the SAN_AnalogMove.js and SAN_AnalogStick.js plugins.



*** There are others:
Qmovment - Good, but is not work with 'YEP' plugins
Super Orange Movement - similar to 'Qmovment' but this one has problems with some plugins and is not supported anymore so I will not recommend this one unless the plugins above not fit your needs.


Please Let me know if one of these options helps.
 
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Restart

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Do any of those involve half steps.
Altimit is like .02 steps since it's free pixel movement

Having a ton of altimit events colliding with each other can cause problems though - if you have 100 creatures bottled up together in a 12x12 square moving randomly you'll have a lot more lag than if you were using no plugins (since there's a heck of a lot more freedom of movement with altimit).

That said if you don't have all these guys colliding with each other constantly it runs smoothly.

Of course if you only want little animated things on maps that don't interact outside looking pretty, I'd recommend to just make them doodads.


My biggest issues with lag working on my stuff has been when there was a TON of stuff happening on screen, AND big new images/sounds needed to be loaded by the game - that can cause some really irritating loss of frames for a few seconds. Preloading things solves that - either through using a plugin, or just having something barely offscreen cycle through playing sounds at 0 volume and changing its event image to things that will appear later.
 

Mkingdom

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I tried that Altimit movement plug-in but it doesn't work with Yep region Restrictions. I use this plug-in quite frequently.
 
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