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How to decrease startup time #311387
02/19/10 16:54
02/19/10 16:54
Joined: Nov 2003
Posts: 433
The Netherlands
T
Toon Offline OP
Senior Member
Toon  Offline OP
Senior Member
T

Joined: Nov 2003
Posts: 433
The Netherlands
We are working on a project that takes very to start, how can we decrease the time of the startup?

Some details of the project;

One very huge map with several sub-maps.

Quite a lot of script(files) for the big map and included mini games.

Dll plug in for saving to registry, the entire project is written in c-script.

I hope someone knows why it takes so long to startup the game and how to decrease this.

Thanks for reading smile

Re: How to decrease startup time [Re: Toon] #311388
02/19/10 16:57
02/19/10 16:57
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
The only Way:
Reduce the Levels to maybe only one, deactivate the DLL...

Just kidding wink

Sorry mate, nothing could help you or my knowledge is out of Date ^^

cYa Sebastian


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: How to decrease startup time [Re: rvL_eXile] #311396
02/19/10 17:24
02/19/10 17:24
Joined: Nov 2004
Posts: 55
Michigan
S
splashmaker Offline
Junior Member
splashmaker  Offline
Junior Member
S

Joined: Nov 2004
Posts: 55
Michigan
I'm guessing that the part that takes so long to load is when the engine loads your level. If it takes a long time to compile your scripts the only thing you could try is removing unnecessary code like commented out code. When you publish your game, use the "compile to exe" option and this won't be a problem.

If the long load time is from loading the level, check how much RAM is used once the level loads. If there is a lot of RAM used you may have to reduce the size of your map that is loaded at once. You can still load other parts of the map when you approach a transition area.

If you find that only a little bit of RAM is used by your game then the storage containing the game files may have a slow transfer rate, possibly a slow networked drive. The last thing I can think of is it could be a script that is run on startup that is taking a long time to execute. Check if there is any complex code that would extend the startup time.

Re: How to decrease startup time [Re: splashmaker] #311400
02/19/10 17:40
02/19/10 17:40
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
Expert
alibaba  Offline
Expert

Joined: May 2008
Posts: 2,113
NRW/Germany
or use lite-c, because lite-c compiles much faster than c-script


Professional Edition
A8.47.1
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Re: How to decrease startup time [Re: alibaba] #311410
02/19/10 18:01
02/19/10 18:01
Joined: Feb 2010
Posts: 457
Norfolk,England
mikaldinho Offline
Senior Member
mikaldinho  Offline
Senior Member

Joined: Feb 2010
Posts: 457
Norfolk,England
lite c is easier because it needs much less script anyway.

Re: How to decrease startup time [Re: mikaldinho] #311416
02/19/10 18:22
02/19/10 18:22
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
in my opinion script compiling not increases the startup length much. I Think this is because you use an large amount of Maps / models / sprites and whatever.

@mikaldinho
this has nothing to do with the startup length, maybe the Script length can be decreased of the amount of functions / variables and so on but this has really nothing to do with the startup length on this Problem!
Yes Lite-C is much faster in compiling / running but this is not so much relativ as loading an huge level with many Objects.

cYa Sebastian

Last edited by rvL_eXile; 02/19/10 18:25.

Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: How to decrease startup time [Re: rvL_eXile] #311419
02/19/10 18:27
02/19/10 18:27
Joined: Feb 2010
Posts: 457
Norfolk,England
mikaldinho Offline
Senior Member
mikaldinho  Offline
Senior Member

Joined: Feb 2010
Posts: 457
Norfolk,England
so to shorten loadup time you need less objects and entities and sprites in the level?

Re: How to decrease startup time [Re: mikaldinho] #311441
02/19/10 19:34
02/19/10 19:34
Joined: Nov 2004
Posts: 55
Michigan
S
splashmaker Offline
Junior Member
splashmaker  Offline
Junior Member
S

Joined: Nov 2004
Posts: 55
Michigan
An increase in the number of unique meshes will increase load time. This means the more/bigger mdl files you have in your level the longer it will take. If you have many objects all using the same mdl file and the same textures the load time will not increase.

If your map is not made up of all models, but uses the map compiler then you either have to reduce the lightmap size or the amount of polygons in the level mesh. Level meshes are all individually stored in memory. Even if you duplicate a block and leave it unchanged, there will be two of those blocks stored in memory.


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