Jibb and Mister... Thats what I USED to think, its logical right?

But NOOOO, its not!

After much discussion with JCL, this is NOT a bug, its just the way things are.

Admittedly we were disussing entities rather than terrain, so I assumed the same.

So I just did a test, to prove the point.

Run this following stand-alone script (A8 only of course), and open your
windows task manager, and watch every byte of memory get (not so) slowly consumed!

Click to reveal..
Code:
#include <acknex.h>
#include <default.c>
//
//
void main()
{
  	wait(1);	level_load(NULL);	wait(1);
	ENTITY* terr = NULL;			var count=0, x;
	BMAP* fake = bmap_createblack(128,128,24);
	//
	while(1)	
	{
		for(x=0; x<10; x++)
		{
			if(!terr)
			{	terr = ent_createterrain(fake, vector(1000,0,0), 128,128,5);
				/*ent_clone(terr);*/			count++;									}	
			else			
			{	ent_remove(terr);		terr = NULL;									}
		}
		//
		draw_text("created/removed = ", 100, 100, COLOR_WHITE);	draw_text(str_for_int(NULL, count), 250, 100, COLOR_WHITE);
		draw_text("nexus = ", 100, 130, COLOR_WHITE);				draw_text(str_for_int(NULL, nexus), 200, 130, COLOR_WHITE);
		draw_text("sys_memory = ", 100, 160, COLOR_WHITE);			draw_text(str_for_int(NULL, sys_memory), 250, 160, COLOR_WHITE);

		wait(1);
	}
}



I dont understand your final statement MrGuest? If I cant MOVE terrains, I CANT re-use them...


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial