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nexus #422478
05/11/13 02:52
05/11/13 02:52
Joined: Apr 2012
Posts: 106
G
GaniX Offline OP
Member
GaniX  Offline OP
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G

Joined: Apr 2012
Posts: 106
hello everyone, i have this problem: i do a lvl and when i compile an error appears ... to small nexus (24)...
ok i make a new lvl with more models and compile and run good... why is that? i read that is because something about the ram but i donīt know why?

Last edited by GaniX; 05/11/13 02:58.
Re: nexus [Re: GaniX] #422479
05/11/13 07:49
05/11/13 07:49
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
In 'File' (menu at top left laugh ) select 'Map Properties' then set the nexus to what you want, 50, 150 etc....for each proj or adjust when required in increments ....

Re: nexus [Re: Nems] #422526
05/11/13 23:57
05/11/13 23:57
Joined: Apr 2012
Posts: 106
G
GaniX Offline OP
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GaniX  Offline OP
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G

Joined: Apr 2012
Posts: 106
ok and what is the best performance? (i have 500 nexus)

and another question : the problem of nexus appears when i use this code

ENTITY*gun=
{
type ="pistol2.mdl";
view = camera;
flags2 = INVISIBLE |TRANSLUCENT;
x =camera.x;
y =camera.y;
z =camera.z;
}

ENTITY*gun2=
{
type ="chainsaw.mdl";
view = camera;
flags2 = INVISIBLE |TRANSLUCENT;
x =camera.x;
y =camera.y;
z =camera.z;
}

ENTITY*gun3=
{
type ="hksl8.mdl";
view = camera;
flags2 = INVISIBLE |TRANSLUCENT;
x =camera.x;
y =camera.y;
z =camera.z;
}


ENTITY*cartucho=
{
type = "coltshell.mdl";
view = camera;
flags2 = OVERLAY |PASSABLE;
layer = 0;
scale_x = 1.5;
scale_y = 1.5;
scale_z = 1.5;
x = 30;
y = -6;
z = -2;


because when i dellete some entity the program run good...
iīm thinking in the following solution:



....
var gun global var
if key 1 gun =1
if key 2 gun=2

......
ENTITY*gun3=
{
if gun ==2 type ="hksl8.mdl";x =
camera.x;
y =camera.y;
z =camera.z;
if gun ==1 type= "pistol.mdk";
x =camera.x+5;
y =camera.y;
z =camera.z+7;


......
view = camera;
flags2 = INVISIBLE |TRANSLUCENT;

}

Re: nexus [Re: GaniX] #422531
05/12/13 01:31
05/12/13 01:31
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Regard the nexus as your MB allowance for game play, then 500 would be pretty steep, especially if you still have a great deal of development to do....the
question is then raised....how optimized is your project to require such a demand?

You can gain a measure by using the F11 key to read the debug panel and make such determinations....

I'm guessing you have lots of entities and large texture maps at the moment so take some time to analyze your asset deployment...

Re: nexus [Re: Nems] #422533
05/12/13 02:45
05/12/13 02:45
Joined: Apr 2012
Posts: 106
G
GaniX Offline OP
Member
GaniX  Offline OP
Member
G

Joined: Apr 2012
Posts: 106
i donīt understand much of the things youīre saying, are you suggesting me to reduce the number of nexus?, i donīt have a lot of entities.
itīs possible the following:
....
var gun global var
if key 1 gun =1
if key 2 gun=2

......
ENTITY*gun3=
{
if gun ==2 type ="hksl8.mdl";x =
camera.x;
y =camera.y;
z =camera.z;
if gun ==1 type= "pistol.mdk";
x =camera.x+5;
y =camera.y;
z =camera.z+7;

Re: nexus [Re: GaniX] #422535
05/12/13 05:24
05/12/13 05:24
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Sorry then...so is your code as you are showing it....is it actually how you are writing it in your script?

e.g
if key 1 gun = 1 should be
if(key_1 = 1)
{
gun = 1;
}
or so........

Do check with the Debug panel to see where the greatest amount of numbers are...
It could be a repeating loop increasing itself as time goes on....
e.g. under 'Count Of', check 'fnc' to see if it is climbing, if it is then you have the cause of your bottleneck so recheck your code......

It could be something else but you wont really get a clue on it if you dont use the Debug process.....


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