Tagger Testing Psst J4Ks...

Tell me what you went and broke with the latest and greatest.
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Post by J4Ks » December 5th, 2014, 6:12 pm

I think this query repeats itself on my entire population.
Image

The other 210 are alike. When going into Simview and then overview the same amount is added, switching from active Sim the same. So letting it run will take around 11k notification, then it starts to lag :(

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Post by J4Ks » December 5th, 2014, 6:13 pm

Slightly

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Post by J4Ks » December 5th, 2014, 6:15 pm

Though no scripterrors are generated, so there is nothing else then that screenshot I can give.

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Post by J4Ks » December 5th, 2014, 7:04 pm

It keeps remembering the older filters I had squashed out of MC, so having made a new one it start with over 800 notification with the older filters + the new one I had assigned.

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Post by Chain_Reaction » December 6th, 2014, 7:38 am

There's a version of Tagger (use MC from previous zip) without all (most?) notifications so you can test without being bombed with things that are only useful to me. :)

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Post by J4Ks » December 6th, 2014, 1:47 pm

Got it and yeah, this seems a more settling combo (tagger, MC) though at the moment no notifications at all.

The most powerful of filters and probably the one that will be used a lot, filter> relation> blood or step, it will highlight all the relatives of the active sims.

As for combo, the filter Age, filter Gender and filter Type Of Sim ..... can be used with most of the other filters.

Tracking individual Sim, Filter "Name: First/Given" and Filter "Name: Last/Surname" and make several of them to display only those unrelated Sims you want to see in overview.

Tracking a whole Family with one given name, just use filter: "Name: Last/Surname".

<u>Performance</u>:
I am running it now on a copy of my live game (6 weeks in) and I noticed that when selecting filters with tagger, takes around 11~13 seconds for it to update (screen freezes).

Also when going into Simsview then back into Overview it takes 8 seconds for the game to catch on.
After those freezes the game runs smoothly, although mine is on relativity speed 16.

This is on a custom world (StoryBrook County) with demographics:
Households 28
Residents 91
Service 95
Tourist 1

Beside Sunset Valley where that game was fresh (1week) this is the second world I tried these filters on. Not sure what will happen with a larger population and Relativity speed set on default.

Moving on ;-)

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Post by Chain_Reaction » December 7th, 2014, 5:27 pm

I have some things to check. Not sure the cache is working correctly at the moment. But overall would you say the performance is bad/not worth the hit for the feature?

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Post by J4Ks » December 7th, 2014, 5:44 pm

I wouldn't say "bad/not worth" the hit, but getting used to the freeze around 8 to 16 seconds (really varies on how old your game is and the amount of population) whenever you tend to go from simview to overview and besides tagger looking for matches the first time you set up filters.
Other than those two "hits" there isn't much of lag

I am a type of player who really checks the town a lot in overview, even if it is just to save the game.
Not so sure if you can completely reduce the freeze only to the initial setup of those filters in tagger and lessen that of the simview to overview. It will still be there, how other coop with it would be to do testing on a broader scale.

Upcoming week I want to try it out on an EA standard world, first mature it to 4-6 week with immigration on till my population reaches around 120. And then test the filters again, but many of us like to play on customs so am wondering if it's even fruitful to do so.

What to do next? You want me to keep on mapping combos?

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Post by Chain_Reaction » December 8th, 2014, 5:25 am

Well, definitely keep trying out the performance. I think most of the filters work as expected now (the few that don't have been noted). As long as nothing glaring occurs I'll check the cache and release it to testing in the next few days. I think a more broad scale test would be good to see how it's going to work out.

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Post by J4Ks » December 8th, 2014, 8:38 am

Will do, I'll also try to see how it goes with only NRaas mods, then slowly adding other mods into the mix when I hit the mark of 4 weeks and longer.

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