Chatterbox Errortrap and Disable Dereferencing tuning file
- igazor
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Wait a minute, you are getting some ErrorTrap logs that are referencing 35,000 corrections among them (sure why not, after all many of our worlds have over 60,000 objects in them as we can see when we do a MC Reset Everything) or you are getting 35,000 individual standalone script logs? Either way, I guess the correct response is "Wow!"
- igazor
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- Location: Everyone should strive to find their inner platypus.
Those do look to be as expected. This reminds me of the downright argument I had with a couple of players at MTS a while back (except they were actually arguing back and were quite rude about it whereas of course you are neither) where they were insisting on telling other players that ErrorTrap should only be in place to put a band-aid on a problem once it develops and no one should ever be using it all of the time as it's just not intended to be used that way -- same with DebugEnabler, which in that context made even less sense. Not really sure why they felt so strongly about this or refused to listen to reason or to an explanation of what garbage (data) collection is, but they gave up and wandered away eventually.
I've never played a game without ET installed, but I suppose having the disabled dereferencing tuning file in to stifle the corrections is nearly the same as not having ET in at all. And I didnt see any difference in the game load up time either, it was no shorter with the tuning file. But I do have to say that the game is running so much better now since the cleanups. I notice more autonomous interactions, no stuttering, quicker saving and less sim-resets.
I'd say it doesn't hurt to keep ET in.
Sent from my Samsung Galaxy smartphone.
I'd say it doesn't hurt to keep ET in.
Sent from my Samsung Galaxy smartphone.