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Ways to reduce module build times


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37 réponses à ce sujet

#26
Lightfoot8

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Open the script editor. Click on the Options button (the last Icon at the top).

Make sure the Compile with debug check box is not selected.

#27
Lazarus Magni

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You mean the "Generate Debug Information When Compiling Scripts" box I take it? If that's the case dang, as I already have that not checked, and am struggling trying to reduce the number of resources in a mod. This is off topic, but anyone have any ideas on how to do that?

#28
Ryuhi2000

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it is off topic but i would say start porting your resources into at least 1 hak file

Lazarus Magni wrote...

You mean the "Generate Debug Information When Compiling Scripts" box I take it? If that's the case dang, as I already have that not checked, and am struggling trying to reduce the number of resources in a mod. This is off topic, but anyone have any ideas on how to do that?



#29
Lazarus Magni

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The PW in question has always been HAK free (with the exception of CEP), and I would really like to keep it that way.

#30
Lightfoot8

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Then port them into the cep custom hak.

#31
Lazarus Magni

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Players would need that CEP custom Hak then wouldn't they?

#32
Lightfoot8

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If they are useing cep they already have an empty copy of one.

That is all they need. As long as you only Port thing to it from the .Mod file.

#33
Lazarus Magni

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I am not sure if I am understanding you Light? So your saying they would not have to have the modified copy as long as it was present server side?

#34
Calvinthesneak

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Exactly what he's saying. Some resources are only required server side such as module scripts. Do have to be somewhat careful.

#35
FunkySwerve

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Lazarus Magni wrote...

I am not sure if I am understanding you Light? So your saying they would not have to have the modified copy as long as it was present server side?


That is the reason the cep made a custom hak to begin with. :)

Many 2das have at least some serverside-only modification options. Here's the serversude 2da contents of ours:
des_crft_spells.2da
encumbrance.2da
epicattacks.2da
epicsaves.2da
itemvalue.2da
loadscreens.2da
polymorph.2da
ranges.2da
skillvsitemcost.2da

Note that just because some aspects of a 2da will take effect serverside, others may well require players to have the 2da in one of their haks in order to take effect, requiring you to prepare a download for them. Take, for example, our polymorph.2da. We can edit the items in a creature's weapon slots, and they'll work correctly whether or not players have the modified 2da. If, however, we add additional polymorph forms, players need a copy of the 2da if they want to use those forms.

Funky

#36
Lazarus Magni

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Ok, so currently the module has 24k resources or so. I need to get it down to below 16k, and less than that would be ideal to allow for dev potential. Sounds like the custom CEP hak might be a solution, but how can I tell which ones I can port into the hak and which ones I need to leave? For example could I put all the creatures, and possibly items in the Hak? That might get me below the limit right there.

#37
TSMDude

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Load all your .ncs scripts into the custom hak. Then delete them from the temp module folder.

I do not like taking the creatures from the module and putting them in the hak but that is just me. We do do our items this way though and all our conversations. (The dia files i think they are called?)

Without doing that we have 24k and doing what i just said we have 12k in a 850 area module PW with little lag.

#38
Lazarus Magni

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Sure enough that did it. Thank you guys very much!