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Rainbird
July 3rd, 2021, 13:49
Hi All,

recently (within the last 5 days) RMC has been 'pausing' every 5mins (I've timed it). It's even grey screening occasionally.

I've created serval large, detailed maps and I'm wondering if that's causing the problem.

Anyone else experienced/ing this?

I'm having no problems with my Call of Cthulhu game.... but that's not map heavy.

If it's just me I'll raise a log.

Thanks,

Rainbird

And the title should read 'every 5mins' :p

Sulimo
July 3rd, 2021, 17:25
Hi All,

recently (within the last 5 days) RMC has been 'pausing' every 5mins (I've timed it). It's even grey screening occasionally.


FG (either Classic or Unity) does an auto save every 5 minutes, this is part of the base product, and cannot be disabled.



I've created serval large, detailed maps and I'm wondering if that's causing the problem.

Anyone else experienced/ing this?

I'm having no problems with my Call of Cthulhu game.... but that's not map heavy.

If it's just me I'll raise a log.

Thanks,

Rainbird

It is possible the large size of the maps is the culprit, just how big are we talking about with the maps?

FGC or FGU?

Moon Wizard
July 3rd, 2021, 18:18
Also, how large is your db.xml file in your campaign folder?
What kind of drive is your FG data stored on? Is it networked or external drive or synched (DropBox/OneDrive)?

Regards,
JPG

Rainbird
July 3rd, 2021, 22:56
Sulimo/Moon Wizard,

Thanks for the prompt responses :)

I'm on FGU

MW - I've grabbed a screen shot of my db session files here 48052
Today's is 5,376kb

Thanks Rainbird

Moon Wizard
July 4th, 2021, 18:30
That's a very large data file. Most campaigns are under 1MB in size; and I've seen them range up to 2MB for those people that are heavy users. What kind of data are you pumping into the system?

You should probably start looking at exporting world data into modules using development campaigns to subset the data. In most cases, data that large has been because people are storing multiple books worth of data directly into their campaign; or they are using extensions which bloat the database.

Also, you didn't answer about where your FG data is stored? Is it on your main drive, or stored in an external or slower secondary drive or network drive? Also, do you have synching software, such as DropBox or OneDrive on that folder? (If so, you should disable for the FG data folder.)

Regards,
JPG

Rainbird
July 4th, 2021, 19:27
Hi Moon Wizard - Thanks for the reply. I've emptied out my 'Image' button of anything not being used and that has solved the problem.

The data I'm 'pumping in' are maps. I'm using the FGU map design packages to create scenario maps with lighting, occluders, details etc. I've also loaded a couple of extensions but turning these off made no difference.

In answer to where is the data stored. I think it's on my main drive (as I haven't made any changes from a 'stock' setup as I'm no tech expert). I have no Synced drives.

I'm unsure what you mean by sub-setting campaigns. I assume you're suggesting making new campaigns at regular intervals to accommodate the amount of map data I'm generating?

Thanks for your help - much appreciated.

Dakadin
July 4th, 2021, 20:30
Hi Rainbird,

When Moon Wizard mentions using development campaigns, he is talking about creating new campaigns to enter data into that you will export to a module that you can open in your main campaign and then you can close it when you are done with that information. It allows you to reopen it if you ever need it and close it to keep the resources down in the campaign. Plus the FG autosave will only backup the main campaign and not the modules so it would help cut down on some of what is slowing things down. Here is link that will provide more information: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640899/Using+the+Library+and+Activating+Modules#Library

The beginning cover the Library and modules. Then is explains exporting modules. Please let us know if you have any questions.

Thanks,
Dakadin

Rainbird
July 4th, 2021, 20:51
Hi Dakadin - thanks for the link. I had no idea about development campaigns....

Thanks for the link. I'll give it a read through.

Thanks - Rainbird

Moon Wizard
July 4th, 2021, 21:12
Once extensions have added data to the database, there is no way to remove it unless the extension author added a mechanism to do that. The FG engine doesn't know what was added by the core rulesets vs. extensions. It's all just data to the engine.

For maps, how are you generating the maps/occluders/lighting? Is it being provided by another program that might be adding a lot of data?
You also might look at the crowd-sourcing thread for DLC occluder/lighting for tips. You might want to cut down on the detail level of the LoS to be more chunky.
https://www.fantasygrounds.com/forums/showthread.php?66991-FGU-Sharing-LOS-and-Light-Definitions

Regards,
JPG

Sulimo
July 4th, 2021, 21:17
Hi Dakadin - thanks for the link. I had no idea about development campaigns....

Thanks for the link. I'll give it a read through.

Thanks - Rainbird

You might have a look at the guide here for best practices (https://www.fantasygrounds.com/forums/showthread.php?33538-Adventure-Module-Creation-Best-Practices) on Adventure Module creation. Even if you are not doing adventures per se, this is still good advice.

Rainbird
July 5th, 2021, 13:29
Once extensions have added data to the database, there is no way to remove it unless the extension author added a mechanism to do that. The FG engine doesn't know what was added by the core rulesets vs. extensions. It's all just data to the engine.

For maps, how are you generating the maps/occluders/lighting? Is it being provided by another program that might be adding a lot of data?
You also might look at the crowd-sourcing thread for DLC occluder/lighting for tips. You might want to cut down on the detail level of the LoS to be more chunky.
https://www.fantasygrounds.com/forums/showthread.php?66991-FGU-Sharing-LOS-and-Light-Definitions

Regards,
JPG

Hi Moon Wizard - Thanks for the link.

Re extensions, thanks for the info, I've only loaded a couple. Maps, that's another matter.

Maps - I'm using the proprietary FGU map building packages = Joshua Watough.

I am guilty of using FGU as I used Roll20 - open it/build a new map/label it ready for future game/rinse-and-repeat. I'm 6 detailed maps ahead for my current campaign. This must be responsible for the spooling as I'm guessing FGU is holding all of these maps ready for me to use as opposed to holding them in a module for future use - I understand that now (thanks Dakadin for the link) but as I said earlier, I'm a luddite who loves map building.

I've checked out several online vids and will export much of my content so ensuring I don't experience this problem in the future.

Thanks for the help, as ever, much appreciated.

Regards - Rainbird

Rainbird
July 5th, 2021, 13:31
You might have a look at the guide here for best practices (https://www.fantasygrounds.com/forums/showthread.php?33538-Adventure-Module-Creation-Best-Practices) on Adventure Module creation. Even if you are not doing adventures per se, this is still good advice.

Sulimo - thanks for this. Very handy for jargon busting.

Thanks - Rainbird

Rainbird
July 22nd, 2021, 14:05
Hello Dakadin,

I've been experimenting with modules. In diving into the detail of creating and ordering the module and how to structure story templates etc, I've missed a very basic question.

Once the module is created within the campaign development level (mine is called MERP2021) and then loaded by the GM into the live game campaign (called Wednesday night MERP), I assume (never a good thing...) that only the GM loads the module and shares images etc with the players via the 'Share Sheet' radial menu?

If the module is loaded by the players (create the module as a 'Player Module', they can see all the encounter/story/npc data contained in the module. Not ideal, but not a problem as I have sensible players.

Sorry for the stupid question on something which must appear obvious to other users but after some time spent trawling the forums, reading the best practice guide and watching several youtube vids, I'm still not sure I'm using the module correctly/most efficiently.

Thanks - Rainbird

Moon Wizard
July 22nd, 2021, 17:29
When you export the module, you can specify whether it is a GM module or a Player module, using the "Player Module?" checkbox. If the player module checkbox is clicked, then the module will be available for players by default. If not, then the module will only be available for the GM to load. (The GM can override the Load Allowed state for any module in the Module Selection screen off of the Library.)

Regards,
JPG

Rainbird
July 22nd, 2021, 21:35
Moon Wizard - thanks for the reply, I now understand how to export, how to make the data visible to my PCs etc, my question is bit more fundamental/basic. You're crediting me with too much intelligence!

Once I've created my homebrew module (replete with maps, NPCs, story, etc) within my 'seeder' campaign. I've opened my 'live' campaign and imported the module (together with all the relevant Player characters).

My question is - do I make the whole module accessible to my PCs? As this makes all the data accessible by the PCs, not just the maps. Does sharing the whole module provide a substantial improvement for my players in image loading time?

If I want to make just the maps accessible to the PCs, it appears that I have to make the module only accessible by me (the GM) and 'Share Sheet' the maps to the PC on a 'as necessary' basis?
I suspect the answer is = yes, you can allow your PC to view the whole module (if you trust them not to look at the story/npc/encounter data), it's up to me, but for most GMs, they share sheets as and when necessary for the game.

I want to make sure that I'm not missing a trick in FGU (as it appears to have soooo much functionality) that allows me to share a part of a module (from your reply, this doesn't appear to be possible).

See, I told you it was a very basic question! :D

Thanks - Rainbird

Moon Wizard
July 22nd, 2021, 21:59
You will need to make separate modules for GM and player information (and thus different "seeder" campaigns); if you want players to be able to fully access certain records (i.e. classes, spells, feats, etc.) but not others (i.e. story, images/maps, NPCs, encounters).

Granting access for a module to players is all or nothing for the data (if you allow them to open as a player module). Otherwise, for GM modules, only explicitly "shared" records are visible to players. (such as images/maps from a GM adventure module).

Regards,
JPG

Zacchaeus
July 22nd, 2021, 22:05
You want to export the player material to one module and your GM data to another. Export only what the players should see in a players module (races, classes, backgrounds, basic equipment etc) and as Moon Wizard points out tick the player checkbox. This will export the module with a green tick (when viewed in your data module activations screen) and means that your players will automatically see that module when they join your game (in their activations screen) and can load it. Thus the players see only what you want them to see.

The DM module should contain all the DM information (maps, NPCs, encounters, magic items, story entries etc). Export that module but don't click the players checkbox. Only you will then be able to load that module. And yes, you should only share images (including maps) as and when you need to and once you are done with them unshare them.

Moon Wizard
July 22nd, 2021, 22:28
And just to clarify my previous post, you could do in either a single campaign and do two exports; or two separate campaigns with one export each.

Regards,
JPG

Rainbird
July 23rd, 2021, 09:33
You want to export the player material to one module and your GM data to another. Export only what the players should see in a players module (races, classes, backgrounds, basic equipment etc) and as Moon Wizard points out tick the player checkbox. This will export the module with a green tick (when viewed in your data module activations screen) and means that your players will automatically see that module when they join your game (in their activations screen) and can load it. Thus the players see only what you want them to see.

I'm sharing the core rules books with my PCs. I'm guessing that takes care of all of the above?

The DM module should contain all the DM information (maps, NPCs, encounters, magic items, story entries etc). Export that module but don't click the players checkbox. Only you will then be able to load that module. And yes, you should only share images (including maps) as and when you need to and once you are done with them unshare them.

Got it - that's the process I'll be using from now on.

As an aside, the issue of having a 'creating/seeder' campaign area and a 'playing' area and creating modules in the 1st to use in the 2nd, appears to be rather fundamental. Is this flagged anywhere for new users (like me)? Just asking, as I've obviously missed it....

Me running my campaign from a bloated (with numerous maps/images/etc) single area was the root of my lag problem and the origin of this thread.

Thanks Zacchaeus

Regards Rainbird

Rainbird
July 23rd, 2021, 09:38
And just to clarify my previous post, you could do in either a single campaign and do two exports; or two separate campaigns with one export each.

Regards,
JPG

Do you have an example (video/FGCollege page?) I could look at, as this has bent my head a bit....

I've tried to do two exports from my seeder into my playing area and they didn't 'talk' to each other. Maps in one; story/encounters etc in the other. Are you saying this is possible?

I appreciate your patience.

Rainbird

Dakadin
July 23rd, 2021, 17:37
Do you have an example (video/FGCollege page?) I could look at, as this has bent my head a bit....

I've tried to do two exports from my seeder into my playing area and they didn't 'talk' to each other. Maps in one; story/encounters etc in the other. Are you saying this is possible?

I appreciate your patience.

Rainbird

Hi Rainbird,

Yes, that is possible. When you are exporting the modules just select the things(images, npcs, etc.) you want to export in each module and save them as separate modules.

Dakadin