Jump to content

Who's good with dealing with nodes? Who's good with dealing with nodes that DON'T WORK?


lampshade
 Share

Recommended Posts

Yeah, there's absolutely no reason to change it. The current behaviour is logical, I'm pretty sure the documentation mentions that it works the way it does, and changing it would completely break frame animation among other things.

Link to comment
Share on other sites

Heh, I was actually saying it would be a good idea to change it to that behaviour if it did not already behave that way.

 

It would be good for the editor to take that into account, but I think that would require loading all towns simultaneously, right?

 

I have been wondering for awhile... would it be too much to have 200 towns and 100 outdoor sections in memory all at the same time?

Link to comment
Share on other sites

On current systems, that would hardly be an issue at all. After all, the amount of memory required would almost exactly equal the disk space that the saved scenario file takes, which is typically only a few megabytes. That's pretty trivial as RAM usage goes these days.

Link to comment
Share on other sites

I concur with Niemand. Memory usage is trivial on modern machines. I was working on code that would load all towns and outdoors into memory, but it was a bit tricky with preserving compatibility.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...