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Pixelthief

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6th February, 2008 at 02:19:30 -

Hrmm I've never gotten any reliability issues with the INI object in TGF.... ever. Never seen any crashing or slowdowns at all. And thats including my random level generator, which outputs 400-500kb of .ini's in a single pass. It takes exactly as long to run the loops blankly and not export/write the dungeon data as it does to save it all to .inis, so in terms of speed and reliability, I think the .ini object works absolutely perfectly. Its more the terms of effeciency where it completely bogs down, as that 500kb of .ini could probably be saved as 50kb of array files.

 
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6th February, 2008 at 05:37:06 -

Unless you start pushing out hundreds of loops and fast loops though, I don't think theres much room to talk in terms of stability for everything. Everything runs stable at at least some level of simplicity.

 
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6th February, 2008 at 06:58:44 -

I just use ini's for settings and other stuff that players can edit. AssAray for me though, it was the only array extension that did everything I needed.

 
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Pixelthief

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6th February, 2008 at 12:04:45 -


Originally Posted by BrandonC
Unless you start pushing out hundreds of loops and fast loops though, I don't think theres much room to talk in terms of stability for everything. Everything runs stable at at least some level of simplicity.



Well, my dungeon generator runs about 12000 write-to-ini events in about 20 seconds of nonstop looping, and its never had any problems.

 
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6th February, 2008 at 13:40:31 -

Sounds very inefficient if you ask me. Especially if you're willing to make your poor innocent kliker audience wait 20 seconds, rather then doing 1 12000 fast loop. Unless of course... fast loop spawns that lag issue we mentioned with INI. In which case, Array still wins.

 
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Pixelthief

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6th February, 2008 at 13:48:45 -

err thats what I meant; theres no difference in the time taken if I'm just running my fast loops empty or I'm writing to an INI; the time is all from the algorithm I'm using to generate ~40 random dungeons in a single go

 
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6th February, 2008 at 14:16:21 -

you talking about the dungeon generator thing in gridquest?

whats this 20 seconds thing? it has absolutely no problems whatsoever. at least on the time issue. i never had to wait for anything. arrays are more efficient though but id have to say neither are as efficient as they could be in clickteam products.

 
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Pixelthief

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6th February, 2008 at 14:45:43 -

You didn't have to wait when you clicked "New Game"?

Christ that takes 20 seconds to run on my laptop. You must be running a supercomputer or something! I'm talking about the thing you had to do when you make a new save file. Everything else ran pretty much instantaneously, like saving/loading games. Only thing ingame I noticed that was slow at all was loading music, since I'm currently using the built-in midi player. I might switch it to use the DMC object sometime soon.

 
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6th February, 2008 at 16:03:55 -

well yeah. even using dmc2 theres like a split second delay when reloading and playing music. but no, i never had to wait 20 seconds for a new game. nothing unbearable. i just went and loaded a new game and it took exactly 7 seconds for the load bar to finish. and screens load in like a second.

 
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Pixelthief

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6th February, 2008 at 16:16:03 -

cripes, I want your computer.

 
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6th February, 2008 at 17:01:06 -

Real men store their data in bits (that means taking up space for even less than a byte).

 
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6th February, 2008 at 17:54:40 -

Real men teach the program how to write it's information on toilet paper, and tuck it away for later. Screw this INI and Array crap.

 
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Pixelthief

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6th February, 2008 at 18:18:14 -


Originally Posted by DaVince [Ectoprods]
Real men store their data in bits (that means taking up space for even less than a byte).



01000001 00100000 01100111 01101111 01101111 01100100 00100000 01101001 01100100 01100101 01100001 00101100 00100000 01100010 01110101 01110100 00100000 01110100 01101000 01100101 00100000 01110100 01101111 01101001 01101100 01100101 01110100 00100000 01110000 01100001 01110000 01100101 01110010 00100000 01101001 01110011 00100000 01110011 01110100 01101001 01101100 01101100 00100000 01100001 00100000 01101101 01101111 01110010 01100101 00100000 01100001 01110100 01110100 01110010 01100001 01100011 01110100 01101001 01110110 01100101 00100000 01101111 01110000 01110100 01101001 01101111 01101110 00100001

 
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6th February, 2008 at 19:06:27 -

Reminds me of my old binary post I made a long time ago. I agree though, toilet paper ftw.

 
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DaVince

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7th February, 2008 at 04:02:49 -


Originally Posted by Pixelthief

Originally Posted by DaVince [Ectoprods]
Real men store their data in bits (that means taking up space for even less than a byte).



01000001 00100000 01100111 01101111 01101111 01100100 00100000 01101001 01100100 01100101 01100001 00101100 00100000 01100010 01110101 01110100 00100000 01110100 01101000 01100101 00100000 01110100 01101111 01101001 01101100 01100101 01110100 00100000 01110000 01100001 01110000 01100101 01110010 00100000 01101001 01110011 00100000 01110011 01110100 01101001 01101100 01101100 00100000 01100001 00100000 01101101 01101111 01110010 01100101 00100000 01100001 01110100 01110100 01110010 01100001 01100011 01110100 01101001 01110110 01100101 00100000 01101111 01110000 01110100 01101001 01101111 01101110 00100001


No no, smaller than that! Consider the space you'd save if you only needed a maximum value of 16!



 
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