So in short the Chanter "Rime and Frost" chant creates traps when it is triggered and thoise traps get saved into mobileobjects.save file causing it to grow out of control. This in turn causes saves to take way longer than they should. Oddly the chant creating fire traps doesn't seem to be affected with this bug.
Explanation for the commands: First one shows the size of the MobileObjects.save, secong extracts all strings (text fragments) from that binary file, selects all that match the "Rime_And" stringfragment and counts them, giving us the count of 3232 Rime and Frost traps stored, last one does the same for substring Root that seems the be the start of new saved object data, giving the total count of 3308 saved objects.
Workaround would be to avoid the rime and frost chant like plague, a fix would be to write a script to strip the saved traps from saves and to prevent new ones from getting saved at all.
Edit: Apparently my first grepping miss-counted the amount of Rime and Frost traps, as the string "Rime_and" appears twice per trap, so a better match is:
Question
Depili
I think this deserves it's own post instead of being buried on page 5 of the savegame issue thread. My post there: http://forums.obsidian.net/topic/72764-quick-saving-and-loading-times-increased-greatly-after-20-hours/?p=1615960
So in short the Chanter "Rime and Frost" chant creates traps when it is triggered and thoise traps get saved into mobileobjects.save file causing it to grow out of control. This in turn causes saves to take way longer than they should. Oddly the chant creating fire traps doesn't seem to be affected with this bug.
Here are the statistics in a nutshell:
That is 97% of all store objects!
Explanation for the commands: First one shows the size of the MobileObjects.save, secong extracts all strings (text fragments) from that binary file, selects all that match the "Rime_And" stringfragment and counts them, giving us the count of 3232 Rime and Frost traps stored, last one does the same for substring Root that seems the be the start of new saved object data, giving the total count of 3308 saved objects.
Workaround would be to avoid the rime and frost chant like plague, a fix would be to write a script to strip the saved traps from saves and to prevent new ones from getting saved at all.
Edit: Apparently my first grepping miss-counted the amount of Rime and Frost traps, as the string "Rime_and" appears twice per trap, so a better match is:
Which leaves 50% of objects being traps. But the rime and frost trap definitions seem to be some of the longest objects.
Edited by Depili72 answers to this question
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