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Messages - hubertMichael

Pages: 1 ... 3 4 [5] 6 7 ... 11
61
Technical forum / Re: Memory problem - I need some tips
« on: April 27, 2013, 11:25:55 PM »
Curious thing I've discovered. When I got "Use Direct3D 9" set to no my game start with WME process which has 380MB but when I set "Use Direct3D 9" to yes then WME process at the beginig has 510MB. Why is that?

62
Technical forum / Re: Memory problem - I need some tips
« on: April 27, 2013, 10:59:00 PM »
Mnemonic: checked. There is no any anomalies with textures...

63
Technical forum / Re: Memory problem - I need some tips
« on: April 27, 2013, 05:22:14 PM »
Is there any objects (entities, windows etc) that you creates dynamically? Scripts that dynamically attaches?
No
Is memory grows in time when you change locations?
that's right. I'm in location A and WME process has 370MB, I'm changing scene to location B and WME process is now 430MB. So I'm going to location A and now WME process is 390MB and in this location should be 370MB. Where is 20MB ??? And when I'm going through another locations it still growing. After ~20 min of playing WME process has something around 600MB. It's bad.
Is the scene objects has actions?
no

64
Technical forum / Memory problem - I need some tips
« on: April 27, 2013, 12:56:46 PM »
Hi

I know that I've created some time ago similar topic but this is serious issue and I must fix it.

Ok, assuming that WME has no any memory leak, there must be something wrong with my game. What I do:

When my game starts in first location, wme process is somewhere around 380MB. Then I'm going to next 5 locations and wme proces starts growing. After that I'm going back to start location. I did nothing, only walking. So I'm back at the start location and wme process is somewhere around 510MB... It's not droping. Why?

I was looking through my scripts and everything looks ok. Where should I look for this problem? Maybe some variables but which? Definitely there is a problem. If it's not some wme memory leak than there is my bug. I'm fighting with this problem for few days without any success. How can I find this bug, how can I fix it. My game is 2d point'n click. I desperately need help and sorry for my english, it's not my native.

65
Technical forum / Re: variables
« on: April 17, 2013, 10:55:47 PM »
Fixed :)

ToInt (Value)

66
Technical forum / variables
« on: April 17, 2013, 10:40:59 PM »
Hi

How can I convert string to numeric variable?

Code: [Select]
var yyy = new String("1upa");
var xxx = yyy.Substring(0,0);

Now I need my xxx variable convert to numeric variabale.

67
Technical forum / Re: Strategy game in WME
« on: April 16, 2013, 10:33:46 PM »
Thank you :) That is exactly what I wanted  ::rock

68
Technical forum / Re: Strategy game in WME
« on: April 15, 2013, 10:58:30 PM »
Thank you all for your tips :)

anarchist: Performance with update of all bases is not a problem. You're not doing it all the time. For instance mines on planet surface. All you need to do is to save mine level (how much per hour), how many resources is in store and at what time it was saved. That's it. You don't have to update it until you will need to buy something or check store or whatever. So if you need this data then you'll just do this (resources in store) + (((current time - (at what time it was saved)) * (how much per hour) = and now you know everything you need, save new data and that's it.

I've tried new version of WME 1.10 and it's really fast saving :) That's good but one thing still worries me. As Mnemonic said there is issue with global variables. I've just did really really fast assumption how big and how many arrays I will need. I want them to be global because I can have a problem with local variables. So with global it's not looking good. WME can save game very quickly but I can't quit the game because windows are drawing very slowly. I can't load the game. For me it's a critical show stopper. I don't know what to do. Here is the code:

Code: [Select]
var i;
global ground_base, orbital_base, fleet, planet_res, enemy_base, enemy_fleet;
 
////////////////////////////////////////////////////////////////////////////////
on "LeftClick"
{
var startTime = Game.WindowsTime;
for (i = 0; i < 10500; i = i + 1)
{
ground_base[i] = i;
}
for (i = 0; i < 6000; i = i + 1)
{
orbital_base[i] = i;
}
for (i = 0; i < 2500; i = i + 1)
{
fleet[i] = i;
}
for (i = 0; i < 18000; i = i + 1)
{
planet_res[i] = i;
}
for (i = 0; i < 10500; i = i + 1)
{
enemy_base[i] = i;
}
for (i = 0; i < 1500; i = i + 1)
{
enemy_fleet[i] = i;
}

Game.LOG(Game.WindowsTime - startTime);
 
startTime = Game.WindowsTime;
Game.SaveGame(0, "blah");
Game.LOG(Game.WindowsTime - startTime);

}

69
Technical forum / Re: Strategy game in WME
« on: April 14, 2013, 11:04:30 PM »
I know what you mean (i think I know :) ) and it's ok with one base. But how will you do this for 100 or more bases? How will you store data about resources on every planet without reading this info each time from a file? I've tried this with some big array filled with zero and WME was saving game for few minutes... Maybe I don't understand you then please explain this :)

70
Technical forum / Strategy game in WME
« on: April 14, 2013, 04:44:15 PM »
Hi

I know that WME it's not the engine for strategy games. I know it. However, I think that I could make strategy turn based game very easily in WME. I got full concept of world, rules, some algorithms. All I need to do is to sit down with computer and make it happen. But I've found a problem. I think about space strategy turn based game. One of the core elements are planets where the player can have a base. Every base can mine some resources, bulid ships, train pilots etc. - this kind of stuff. Problem is that universe is huge. There will be 50 solar systems, each solar system has own planets with moons. Every single planet or moon can have base. There is some limitations (game rules). You cannot have more bases than 5 per every solar system. So... 50 solar systems * 5 bases = 250 bases. It looks like madness but it's not. Believe me. Every base has it's own properties (resources, factory status, units, people...) So every base can have some 50 properties. It gives us 250 bases * 50 properties = 12500 and it's only ground bases. Same story is with fleets, orbital bases etc. Normally I could use some array to story this data but I've find out that if I'll do this WME has some serious issues with load and save game.  Look I know that WME has a great potential and I know that it can be done. I need some tips, advices... :)

71
Technical forum / Re: inventory
« on: March 19, 2013, 11:42:16 PM »
Thanks :) I'll try this. It should be working.

72
Technical forum / inventory
« on: March 15, 2013, 07:39:33 PM »
Hi

How can I copy whole inventory from actor1 to actor2?

73
Technical forum / Re: ActorEntry
« on: March 12, 2013, 01:09:32 PM »
Thanks :D  ::beer

I do not know how I could have missed that  :o

74
Technical forum / ActorEntry
« on: March 11, 2013, 08:36:11 PM »
Hi

It seems that ActorEntry event detects any actor which has entered region. Because I got two actors in my game how can I detect only my main actor by this event?

Sorry for my english :)

75
Technical forum / Re: move from A to B
« on: March 03, 2013, 01:13:40 PM »
Thank you so much :)  That is exactly what I wanted

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