Chemistry Performance Testing Performance Reports

Tell me what you went and broke with the latest and greatest.
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igazor
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Post by igazor » August 23rd, 2017, 3:24 am

Oddity 1: The Evaporating Romance Menus. They never did return. My married sims still have full Romantic Menus for each other, and one of them still does so for a couple of his friends, but that's it. So no asking if single, what's your sign, etc., as I have those set to be on that menu. The rest are either down to one entry each (always either Consider Attractiveness or Buy Flowers, but that's it) or they have no Romantic Menu at all.

Out of curiosity, I turned on Woohooer Debugging a a couple of times with the game clock paused. That made a few greyed out actions that would obviously be impossible appear on the Sim main menus (Cuddle, Sauna Woohoo, etc., when those things didn't match what my sims were doing) but made none of the Romantic commands appear in their greyed out state or otherwise and did not restore the Romantic Menu for sims on which there were none.

My couple in these pics just each met someone new (platonically) and they are socializing with them. This is what I get on their respective Romantic menus.

Image

And

<img src="https://www.mediafire.com/convkey/4655/ ... pw5j4g.jpg" alt="external image ihh0aje09h2pw5j4g.jpg" title="external image ihh0aje09h2pw5j4g.jpg" />

Guess there is no point in showing a Romantic Menu that just doesn't appear since there is nothing to see.


Oddity 2: Perhaps this is nothing, and it didn't affect my gameplay at all. But I found GoHere's Enable/Disable Filters to be populated with hundreds of attraction entries. Maybe this is to be expected, but I didn't recall seeing a warning to instructions to disregard them.

<img src="https://www.mediafire.com/convkey/8d42/ ... zlah4g.jpg" alt="external image p668hbr29v7zlah4g.jpg" title="external image p668hbr29v7zlah4g.jpg" />


Oh, and I did forget to mention above on Setting, no one I know of in town has more than 2 outfits in any of the usual player-controlled categories. Of course I have no idea what they have lurking in Special categories.

Anyway, it kept feeling all along on Day 2 that the game was trying to do something, but not quite succeeding.

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Chain_Reaction
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Post by Chain_Reaction » August 23rd, 2017, 7:43 am

So you didn't notice any lag prior to the 48 hour period? Did you do anything special at that period like take them to a populated lot?

The romance menu issue is still odd to me. Trey did you notice that?

The filter listing is a side effect of GoHere being outdated and can be ignored.

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igazor
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Post by igazor » August 23rd, 2017, 12:31 pm

I played this household without the Chemistry mod and the same settings on others for (almost) 3 sim days as required. Then reverted and re-played, as far as I could, the same days with the mod. They didn't do exactly the same things in each play of those days, but it was pretty close and I did take them to populated lots as much as I could while being realistic during both plays. And yes, I did take them to populated lots (both times) during Day 1 before the first 24 sim hours had elapsed, before the mod took hold and started doing noticeable things. There was no lag like that during the first 24 hours. Or even in the first few hours that the mod started working, there was some lag as the first of the hearts and lightening bolts began showing up but the game was still playable -- and they were at the Grind dance club with a crowd of around 10 others plus sims who work there at the time.

The lot being pictured here is where one of them works, I am certain I had him socialize outside with others who tend to congregate there as you see them doing in both the pre-mod run and on Day 1 with the mod. There was no lag anything like what I described pre-mod, just the usual Bridgeport and SP-related jitters. I can circle back to the pre-mod save and make sure those Romance menus were intact prior, to be fair now I don't remember specifically but sure seems like I would have noticed them evaporating if they had. It's very common when I have two sims meet and chat, etc. to reach for at least Ask if Single.

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Post by igazor » August 25th, 2017, 2:36 am

(facepalms)
Okay, so this is what I get for testing with an unprogressed, never been played before faithful couple with not much in the way of LTR points. Replaying both without Chemistry and with but before the first 24 sim hours so it wasn't fully taking hold yet, the same thing with the evaporating Romance menus happened. Except this time, I mean both times, Woohooer's debugger told me by way of tooltips on the greyed out commands that it was a Jealousy test fail. I had been playing these two as inseparable, so they were almost always on the same lot at the same time; the reason they appeared to be evaporating before rather than disappearing all at once is that of course sometimes one of them would arrive at a venue before the other and begin socializing. Or one of them might leave the room for something. The No Jealousy LTR cleared that all right up. I guess I could have turned down Woohooer's settings in that regard as well but I had no idea this is where the "failure" was coming from as these are the same settings I use in my real game.

What I don't get is why Woohooer's debugger couldn't tell me that when Chemistry was in control during Day 2 -- it did nothing for the Romance menus, just the relevant commands that would have been on the main menu. But anyway, that takes care of that mystery.

Not sure where to go from here. Reduce stress on the game by maybe turning SP down to Snail? Remove some/all non-NRaas mods? Try a different game that isn't as complicated or progressed? Accept that the performance issues are noted and set it all aside for now?

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Post by Chain_Reaction » August 27th, 2017, 9:48 am

Did you only notice the lag at the 48 hour period when they were at a populated lot or was it when they were at home too?

As for proceeding, the mod needs a lot of work obviously so set it aside until I can produce a new version. Of course more testing and reports are welcome anyone else happen to be bored.

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Post by igazor » August 27th, 2017, 12:41 pm

In the very noticeable, but still to an extent playable stage, only on populated lots. The lag all went away when I sent my active sims home. When the game became what I would call unplayable, they were still on a populated lot when I saved and quit. I hadn't tried to take them home or away from the lot at that time.

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Post by TreyNutz » September 8th, 2017, 2:18 am

@Chain, I didn't notice anything regarding the romance menu options disappearing, but then I didn't specifically check that either. I'll try and run the test again on the same save and let it go longer. I'll just have to go busy myself with something away from the computer while the game plays.

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Post by Veiledstar » October 15th, 2017, 5:20 pm

Do you still need some testing for this chain? My mac is quite old (2009) and considered pretty out of date to really run sims.

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Post by Chain_Reaction » October 18th, 2017, 4:55 am

Not at this time, the mod has some issues that I need to address prior to more testing.Thank you though and it's good to see you!

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