DannyCore
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| Joined: 25 Apr 2012 |
| Total Posts: 990 |
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| 23 Jan 2013 02:55 PM |
recently, many people have experienced this issue.
global/normal/local scripts are running extremely slow. Apocs Rising has been also experiencing this, and so am I.
I can't even play my place without it crashing because a simple script is making my character Waiting for Character forever If I remove the script everything loads.
what's going on with these "fabulous" updates? because these "fabulous" updates are crashing mine and others scripts and games
enough with the "fabulous" updates
because roblox is too "fabulous" enough
if you know what I mean |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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DannyCore
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| Joined: 25 Apr 2012 |
| Total Posts: 990 |
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| 23 Jan 2013 03:01 PM |
I tested my place on my low-end laptop and my high-end gaming desktop.
it crashed on both
I even asked my friend to connect and see if it works, it doesn't
is anybody else other than Apoc Ris experiencing this? |
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DannyCore
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| Joined: 25 Apr 2012 |
| Total Posts: 990 |
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| 23 Jan 2013 03:03 PM |
| you're smart enough to know what I mean, oysi |
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| 23 Jan 2013 03:05 PM |
Obviously scripts perpendicular to other ones.
Duh. |
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Oysi
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| Joined: 06 Jul 2009 |
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coplox
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| Joined: 07 Jun 2008 |
| Total Posts: 3252 |
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| 23 Jan 2013 03:15 PM |
| It's time everyone. We have to find another platform! |
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DannyCore
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| Joined: 25 Apr 2012 |
| Total Posts: 990 |
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| 23 Jan 2013 03:15 PM |
well a huge speed reduction for me there must be somebody else out there who is feeling what I am feeling >:( i can't even test my game *cry* |
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Parthax
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| Joined: 27 Apr 2011 |
| Total Posts: 6941 |
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| 23 Jan 2013 03:25 PM |
it may be from their ipad optimization updates
[Content Trolled] |
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| 23 Jan 2013 03:26 PM |
| All my games seem to be running at normal speeds, I haven't noticed any differences with script performance. |
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DannyCore
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| Joined: 25 Apr 2012 |
| Total Posts: 990 |
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| 23 Jan 2013 03:26 PM |
well it SUCKS
i can't test my gameeeeeeeeeheehehehehmemememememme
hopefully they will fix this soon, including the texture issues! |
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| 23 Jan 2013 03:27 PM |
| well except CharacterAdded doesn't fire the first time you spawn :c |
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DannyCore
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| Joined: 25 Apr 2012 |
| Total Posts: 990 |
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| 23 Jan 2013 03:30 PM |
playeradded sucks
characteradded doesn't work now
oh my goodness roblox
you guys should be number 1 in the industry, I mean seriously keep it up!
wonderful work!!1! |
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Sorcus
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| Joined: 29 Nov 2010 |
| Total Posts: 3775 |
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| 23 Jan 2013 03:46 PM |
@MrGamesNWatch, play solo? or start server start player?
~Sorcus |
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HotThoth
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| Joined: 24 Aug 2010 |
| Total Posts: 1176 |
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| 23 Jan 2013 03:49 PM |
My scripts still seem to be performing well, so if your scripts are not performing well, you should probably try to make them look more like my scripts.
- HotThoth
~ I Thoth so ~ |
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| 23 Jan 2013 03:51 PM |
@Sorcus I've noticed the same thing Mrgames has; it seems to happen both online and Play Solo.
<< AʙsᴏʟᴜᴛᴇLOL - Pʀɪᴍᴇ Gᴇɴᴇʀᴀʟ >> |
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| 23 Jan 2013 03:52 PM |
^ Lol.
@Sorcus Solo, I would think. |
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| 23 Jan 2013 03:53 PM |
@Pre Latetoast.
<< AʙsᴏʟᴜᴛᴇLOL - Pʀɪᴍᴇ Gᴇɴᴇʀᴀʟ >> |
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| 23 Jan 2013 03:54 PM |
Even late toasted the late toast.
I'm bad at this. |
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HotThoth
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| Joined: 24 Aug 2010 |
| Total Posts: 1176 |
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| 23 Jan 2013 03:56 PM |
But on a serious note, if there are problems with specific events or performance of specific calls, then let me know what those are and I can look into possible regressions. There have been a lot of changes recently, and often this can alter the performance of previous scripts (like the recent change in wait(.001)). But without somewhere more specific to look, I cannot help you.
As far as CharacterAdded and PlayerAdded are concerned, those have always been "tricky" events to hook up to correctly. My first three guesses as to problems would be that either: 1.) you are using .LocalPlayer (which I avoid, since it is faulty) 2.) you are using .PlayerAdded and it's not firing as you expect (especially in Play Solo, but sometimes elsewhere, I find that the first player to join can join before the event gets hooked up-- so I always manually call whatever I hook up to .PlayerAdded on the pre-existing children of game.Players() the moment I hook up the event). 3.) you are using .CharacterAdded or Player.Character and it's doing weird things. Usually this is because after you die, the Character being referenced is the old one, which has 0 health and a parent of nil. Just waiting until a few sanity checks pass will fix this problem (so wait() while not Player.Character or not Player.Character.Parent or not Player.Character:FindFirstChild("Humanoid") or not Player.Character.Humanoid.Health > 0). Doesn't need to be all those checks, but that's just to convey the idea.
- HotThoth
~ I Thoth so ~
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DannyCore
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| Joined: 25 Apr 2012 |
| Total Posts: 990 |
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| 23 Jan 2013 04:09 PM |
sorry for this faulty post!
I found out what was causing the problem.
abandon this thread |
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| 23 Jan 2013 04:33 PM |
| Just want to take a moment to point out Apoc. Rising isn't as well scripted as it claims to be. I'm willing to bet the ONLY reason for their 'slow down' is the recent change to wait, and the fact that it uses 9001 infinite loops running every frame. |
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DannyCore
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| Joined: 25 Apr 2012 |
| Total Posts: 990 |
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| 23 Jan 2013 04:40 PM |
I never liked Apoc. Rising
and your answer might be true lol |
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