Chatterbox Chemistry Performance Testing

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Chain_Reaction
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Chemistry Performance Testing

Post by Chain_Reaction » July 15th, 2017, 9:02 am

I suppose less pay attention to recent changes than I anticipated. :)

If you missed it, I released a build of my newest mod for performance testing a few days ago. If you have time to follow the instructions and provide me with data I'd appreciate it.

Chemistry Performance Testing

Thanks :)

Sareth1
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Post by Sareth1 » July 15th, 2017, 9:56 am

Hey Chain,

unfortunately the loading of a saved game or when starting a new game freezes at 99%, any idea what could cause this ( i know the informations i gave are very limited), i will do some testing to see if there are incompatibilities

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Post by Sareth1 » July 15th, 2017, 11:20 am

ok got it...

its the master controller mod, after updating to the test version 134a the game load finishes(my fault i thought i still could use the old version), sorry for the double post above.

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Sarah_Sims
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Post by Sarah_Sims » July 15th, 2017, 11:25 am

@Sareth1: Don't worry about the double post - I've deleted one of them for you. :-)

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playfulalice
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Post by playfulalice » July 15th, 2017, 2:15 pm

oh my!!!! me is getting it thanks sweetie.

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Post by playfulalice » July 15th, 2017, 2:19 pm

lol you just got back me in the game.hehe.

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igazor
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Post by igazor » July 15th, 2017, 5:07 pm

Chain, a few pre-test questions for you.

-- Do you want to know or care about the size of the test households we use (any suggested sizes or do you want a range)? Does Teen vs. YA/A and Elder as part of their makeup make any difference?

-- Does the romantic partnership status of our test sims make any difference (single vs. coupled) and do you want these reported on? Does it matter if their partnership status happens to change mid-stream?

-- Should we avoid switching active households during testing or does that not make any difference? Thinking could lead to unreliable results if we happen to switch during the phase without the mod but do so on the re-play with the mod or vice versa, but that might not even be an issue to worry about.

-- If the slightly soluble salt of an acid is infused with a catalytic enzyme in an Erlenmeyer flask at standard conditions but the temperature is raised to...oh sorry, wrong kind of chemistry. Let's skip this one. :)

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Chain_Reaction
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Post by Chain_Reaction » July 16th, 2017, 12:30 am

@Sareth1 - Yes, sorry. I forgot to mention that on the page. The mod is a MasterController module thus the game will go down without the correct version.

@igazor

1) The size is not terribly important. You're going to want some A/YA's though. Elders have no attraction definitions at the moment.

2) Doesn't matter, no. Currently they will react to other Sims whether they are partnered or not.

3) Switching households should be fine but it'd be ideal if they had similar number of Sims. More or less Sims obviously alters the simulator load.

4) Explosion.

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Post by igazor » July 16th, 2017, 1:02 am

Sorry, the correct answer to (4) was, if I had ever finished the question, a flask of the finest tasting Root Beer ever created in a lab. But I'll take the other answers as written, thank you kindly sir. :)

Testing is under way and hey, I think we need more of us. Others should definitely feel free to join in the early stages' fun here! :)

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Post by Chain_Reaction » July 16th, 2017, 3:18 am

I've released a slight update to fix an error Syd found. The changes won't affect any testing you may have started but I recommend grabbing it when you have a chance as it's going to bust when it finds any bare feet Sims.

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