Jump to content
SSForum.net is back!

Samapico

Administrator
  • Posts

    7972
  • Joined

  • Last visited

Everything posted by Samapico

  1. Make that 53
  2. In other words, NEVERMIND The error only appeared at the top of your log... which was like 2 months ago. yeah... Found the problem... It was saving one byte more than it should in the tile text data, so there was that weird start of a chunk header. Can't give you a fixed version, though, as I can't compile at the moment. But there's a chance you can get it to work if you add one dummy tiletext character. If that doesn't work, you'll have to get rid of it before saving. Public.lvl
  3. well, anyway, download comct332.ocx and put it in your dcme folder and you'll need to copy-paste your map to a new one to get rid of that corrupted stuff, if you can open it edit: It seems that error was a problem long ago, it's probably not an issue anymore...
  4. Sigh... did you even READ the warning when it popped up? ERROR: Missing component - comct332.ocx was not found! Visit http://dcme.sscentral.com to get this file. Ignoring this error could cause unexpected crashes.
  5. It got vacuumed in the tubes
  6. In the display properties of your computer, if you go to parameters, advanced, monitor, you can change the refresh rate / see all the available display modes. It's possible that your screen can't handle 1600x1200@75Hz
  7. You do that, for I have no idea what you're talking about
  8. my e-penor is big enough in fact, my e-penor is bigger than all of yours (combined) that, and "penor" is an extremely gay word to use. However, it is not gay to 're-use' it from someone else's post, like I just did, cause that would make me gay, and I'm not, so yeah.
  9. Yeah, you have 4 copies of the same printer... clean this up a bit
  10. I love cash
  11. And most likely the one that actually buys the most stuff from China as well
  12. Didn't know you were a terrorizer freak http://upload.wikimedia.org/wikipedia/commons/3/34/Guantanamo_Bay_David_Hicks_Cell,_Reading_Room_Inset.jpg Cleaner than my own room
  13. Anyway, computers with less than 1GB of RAM are rare these days, so even if each map took 50MB, it wouldn't be much of a problem. And my guess is that large maps with lots of stuff will take somewhere around 50MB-70MB (+ ~15 MB of memory for the MDI form and all that stuff). And you usually don't have 5 maps like that opened at the same time. And the performance increase will be worth it
  14. !@#$%^&*meat sandwich nuff said
  15. actually, the layers are not 1024x1024, they are the size of the preview, which for a 1024x768 resolution would be something like 800x700 or so there are 1024x1024 images used for : pixel-level tiles , pixel-level selection, and there will be one for each region Also, a 1024x1024 24bit bitmap would be 3MB Memory usage with 1 map opened: 30MB with 2 maps opened: 40MB My preview was 1088x718 (doh, got a leak somewhere, closed the 2nd and it stayed at 40MB) Also, for the region 1024x1024 images, I'll actually try to make them as big as they need to be, so if a region takes only a 5x5 area, the bitmap will be 5x5, and will be enlarged as needed if the region takes a larger area. So basically, I'm not sure why, but virtual hDC's don't seem to take up memory... Maybe they take memory of the GPU and it doesn't appear in the process? Enlightenment on the subject would be nice. Edit: Just tried some stuff... memory usage only go up as stuff is painted; whatever remains as background color doesn't take any memory, so I'm not worried at all about large memory usage. Only maps with LOTS of stuff will take lots of memory, and that's pretty much normal.
  16. Say that to SATAN when you meet him in !@#$%^&* for not believing! YOUR SOUL IS NOT PURE, LITTLE GIRL!
  17. Rofl! Good stuff
  18. It reincarnates
  19. Was trying to improve Regions drawing speed... I just spent a lot of time trying to make them all draw in a single virtual bitmap, then stretching that image once on the level to display it. However, overlapping regions became a problem when trying to remove tiles from a region. Performance was still OK with 4-5 regions, but when I tried it on Hyperspace's map, with like 50 regions, it was wayyyyyyy too slow. So I'll have to give each regions its own bitmap... this will take much more memory, however. But having a !@#$%^&*load of regions won't have a significant effect on performance. This is all to avoid checking each tile to see if each region is part of it whenever we need to draw it. All regions will be pre-drawn and nothing will need to be redrawn until you add/remove parts of a region; and that will be very quick as well. I can't wait til all this is done The overall speed improvements are quite impressive at this point
  20. Computers are immortal
  21. force reload, flush dns, give !@#$%^&* to your ISP for having a lousy DNS server, or switch to OpenDNS.org a combination of these should do it
  22. You sure there aren't any command lines to do that or something?
×
×
  • Create New...