Post: Debugging Random Mod Menu Freezing
10-10-2015, 04:54 PM #1
BullyWiiPlaza
Climbing up the ladder
(adsbygoogle = window.adsbygoogle || []).push({}); How do I fix/debug the random freezing in my GSC mod menu? What are the possible causes? It's completely unusable if I can rarely finish a match without freezing. I already applied the You must login or register to view this content. but still the freezing problem persists. I'm using You must login or register to view this content. base by the way.
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10-10-2015, 06:37 PM #11
xPlayer420
Bounty hunter
Originally posted by GentleSlugger View Post
its hard to look back at a thread? wow


lol yea but i already made multiple menus and i was just being stupid at the time
10-10-2015, 06:40 PM #12
itsSorrow
In my man cave
Originally posted by xPlayer420 View Post
lol yea but i already made multiple menus and i was just being stupid at the time


So you didn't look back at your menus? smh
11-29-2015, 03:48 AM #13
I'm having the same issue, does anyone know the cause of the freezing?
11-29-2015, 03:06 PM #14
BullyWiiPlaza
Climbing up the ladder
Originally posted by gdawgholmes View Post
I'm having the same issue, does anyone know the cause of the freezing?

Take the welcome message/newsbar whatever HUD stuff out and add an overflow fix in for the menu. That's what is working pretty decently for me. You may as well use a more up-to-date menu base which already has the overflow fix built-in.
11-29-2015, 04:32 PM #15
I was using Unknown Project 0.5, which according to the menu base thread(the one that was stickied) already has an overflow fix built-in.
11-29-2015, 04:33 PM #16
Originally posted by BullyWiiPlaza View Post
Take the welcome message/newsbar whatever HUD stuff out and add an overflow fix in for the menu. That's what is working pretty decently for me. You may as well use a more up-to-date menu base which already has the overflow fix built-in.


I was using Unknown Project 0.5, which according to the menu base thread(the one that was stickied) already has an overflow fix built-in.
11-30-2015, 02:20 AM #17
Originally posted by BullyWiiPlaza View Post
How do I fix/debug the random freezing in my GSC mod menu? What are the possible causes? It's completely unusable if I can rarely finish a match without freezing. I already applied the You must login or register to view this content. but still the freezing problem persists. I'm using You must login or register to view this content. base by the way.


Happens to me too when ever i edit a gamemode like that, its most likely caused by having so many threads being called at a time by every player that it freezes try changing any level threads that are unesscery to be a level thread, and convert into self threads. Also any text that is added should have a Destroy(); for it rather then just disapearing. If theres any script that has it so a model is suppose to delete but uses Hide(); instead you can change that to Delete(); depending on how its used. Also add in self endon("death"); self endon("disconnect"); and level endon("game_ended"); keep in mind that level endon("game_ended"); is something that is defined only in zombieland with a level notify("game_ended"); in monitorGame() thread. Determine what kind of thread it is before adding these. if its a level thread don't add any self endon if its a self thread you will want to do this. I don't know if this helps.
11-30-2015, 02:46 AM #18
BullyWiiPlaza
Climbing up the ladder
Originally posted by OfficialCoolJay View Post
Happens to me too when ever i edit a gamemode like that, its most likely caused by having so many threads being called at a time by every player that it freezes try changing any level threads that are unesscery to be a level thread, and convert into self threads. Also any text that is added should have a Destroy(); for it rather then just disapearing. If theres any script that has it so a model is suppose to delete but uses Hide(); instead you can change that to Delete(); depending on how its used. Also add in self endon("death"); self endon("disconnect"); and level endon("game_ended"); keep in mind that level endon("game_ended"); is something that is defined only in zombieland with a level notify("game_ended"); in monitorGame() thread. Determine what kind of thread it is before adding these. if its a level thread don't add any self endon if its a self thread you will want to do this. I don't know if this helps.

That was an old post but still, thanks. It will come in handy. Something that was "new" to me was that level threads should be used extremely sparingly and cause more load than self threads, don't they? level endon("game_ended"); honestly is quite pointless since it first of all doesn't always trigger when the game ends or you quit in some way. If you do end the game, scripts automatically stop running too. If you made it to ending the game freezing shouldn't be a big issue anymore, lol. self endon("disconnect"); is different since it stops scripts for clients when they quit so it liberates the server from that load. Something important to mention also is wait() statements. Do not run long loops without slowdowns. Not sure which waiting time is optimal but the longer the better lol. Using waittill's and endon notify constructs is much better than You must login or register to view this content. too and could fix a function from being unstable to super stable.

The following user thanked BullyWiiPlaza for this useful post:

OfficialCoolJay
11-30-2015, 04:10 AM #19
Originally posted by BullyWiiPlaza View Post
That was an old post but still, thanks. It will come in handy. Something that was "new" to me was that level threads should be used extremely sparingly and cause more load than self threads, don't they? level endon("game_ended"); honestly is quite pointless since it first of all doesn't always trigger when the game ends or you quit in some way. If you do end the game, scripts automatically stop running too. If you made it to ending the game freezing shouldn't be a big issue anymore, lol. self endon("disconnect"); is different since it stops scripts for clients when they quit so it liberates the server from that load. Something important to mention also is wait() statements. Do not run long loops without slowdowns. Not sure which waiting time is optimal but the longer the better lol. Using waittill's and endon notify constructs is much better than You must login or register to view this content. too and could fix a function from being unstable to super stable.


i see people do loops like

    Loop()
{
for(;Winky Winky
{
blahblah stuff here
wait 0.05;
}
}


and sometimes i see people use a wait 0.01;

does having a longer wait on these loops prevent crash is my question
or efficient in some way.

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