Lack of Developments in Crevis?
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Lack of Developments in Crevis?
Hello, everybody:
I'm aware I haven't posted recently, and I can explain why. I've hit an enormous roadblock. I began working on it as I usually would, perhaps, after a short break of a few weeks of not doing anything with it, and when I launched the game to test a new feature, the lag was incredible. Walking left or right would make it even worse, dropping the frame rate from a steady 60 to a shocking 14 in less than a second.
I deleted the new feature at once, but I saw no difference in performance. I changed the world type to '100' (the flat world you see in the majority of the development videos) and everything seemed to be at normal speed then, but a flat world forever would hardly do. My mind started to race towards other solutions including totally disregarding the current world generator in favor of pre-made worlds, but the idea didn't appeal to me as much. I had already spent a few weeks trying to fix this problem, and I contacted the developers of the program I use. After a few days of waiting and trying fruitlessly to fix the lag, they replied to me and told me about other bits of the game that may have been causing the lag. I tried what they suggested with no success. And now, that brings me to today.
I've seen only one more possible option, and that's downgrading Crevis to an earlier version, disregarding months of effort. From this older copy I could re-create what I've created, or take new features from the newer version and import them into the older version. And now, I begin this tedious process. Thank the Lord that I have backups, otherwise, I couldn't think of how else I would resolve this issue.
Again, I'm sincerely sorry for the lack of updates and content images.
Until next time,
Niften
I'm aware I haven't posted recently, and I can explain why. I've hit an enormous roadblock. I began working on it as I usually would, perhaps, after a short break of a few weeks of not doing anything with it, and when I launched the game to test a new feature, the lag was incredible. Walking left or right would make it even worse, dropping the frame rate from a steady 60 to a shocking 14 in less than a second.
I deleted the new feature at once, but I saw no difference in performance. I changed the world type to '100' (the flat world you see in the majority of the development videos) and everything seemed to be at normal speed then, but a flat world forever would hardly do. My mind started to race towards other solutions including totally disregarding the current world generator in favor of pre-made worlds, but the idea didn't appeal to me as much. I had already spent a few weeks trying to fix this problem, and I contacted the developers of the program I use. After a few days of waiting and trying fruitlessly to fix the lag, they replied to me and told me about other bits of the game that may have been causing the lag. I tried what they suggested with no success. And now, that brings me to today.
I've seen only one more possible option, and that's downgrading Crevis to an earlier version, disregarding months of effort. From this older copy I could re-create what I've created, or take new features from the newer version and import them into the older version. And now, I begin this tedious process. Thank the Lord that I have backups, otherwise, I couldn't think of how else I would resolve this issue.
Again, I'm sincerely sorry for the lack of updates and content images.
Until next time,
Niften
Niften- CREVIS DEVELOPER
- Posts : 255
Join date : 2014-10-14
Location : CA
Re: Lack of Developments in Crevis?
That sucks Niften! I did noticed that you said ealier that your "redesigning the blocks" but I didn't know this would happen! Good thing you made backups.
As a guess to what causing the lag:
-Could the lag possibly be the spawning algorithm of the enemies?
-Or is it the day/night cycle?(The speed of it?)
-The block generation? Could that be the problem, like it's overgenerating to much stuff? (Like 5000 blocks out instead of 500 blocks out from the Player)
-Something in the Matrix Code of Crevis that is causing a calculation and it doesn't stop. (Pretty much an infinite loop)
-The drawing of the blocks themselves on screen?
As a guess to what causing the lag:
-Could the lag possibly be the spawning algorithm of the enemies?
-Or is it the day/night cycle?(The speed of it?)
-The block generation? Could that be the problem, like it's overgenerating to much stuff? (Like 5000 blocks out instead of 500 blocks out from the Player)
-Something in the Matrix Code of Crevis that is causing a calculation and it doesn't stop. (Pretty much an infinite loop)
-The drawing of the blocks themselves on screen?
Littleman- Posts : 56
Join date : 2014-10-30
Age : 26
Re: Lack of Developments in Crevis?
It's actually fixed! And there was a calculation that wouldn't stop; it was within, ironically, the script that's supposed to make the game faster. I've gotten SO much done this week:Littleman wrote:That sucks Niften! I did noticed that you said ealier that your "redesigning the blocks" but I didn't know this would happen! Good thing you made backups.
As a guess to what causing the lag:
-Could the lag possibly be the spawning algorithm of the enemies?
-Or is it the day/night cycle?(The speed of it?)
-The block generation? Could that be the problem, like it's overgenerating to much stuff? (Like 5000 blocks out instead of 500 blocks out from the Player)
-Something in the Matrix Code of Crevis that is causing a calculation and it doesn't stop. (Pretty much an infinite loop)
-The drawing of the blocks themselves on screen?
-Fixing the lag
-Shading
-Standalone grass
Everything looks so much better; I'm going to do a post on it.
Niften- CREVIS DEVELOPER
- Posts : 255
Join date : 2014-10-14
Location : CA
Re: Lack of Developments in Crevis?
Well congrats Niften! Great news that you fixed the lag ! I felt it was something stuck in a loop. :p
Littleman- Posts : 56
Join date : 2014-10-30
Age : 26
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