It shouldn't be taxing or difficult.Gotta agree with you guys there...
wait really? the game actually track each child individually as they move around the map?We have magic maps that somehow are able to track our children for us
well the kids aren't "moving" around the map on there own or anything until you encounter them, but they will massively slow down a game when you have large numbers of them.wait really? the game actually track each child individually as they move around the map?
no wonder this game is so goddamn laggy.
There is a reason why coc abstracted this into just having a list of the number of kids.
Then you do something like "X% chance to encounter tamani's daughters" instead of actually tracking every single one of them individually at all times.
I mean, the whole "child is instantly 18 with inherited knowledge and leaves home" is literally a perfect setup for saving resources by not having to track any children.
The problem isn't so much that the kids move, it's that the game calculates status updates in a naïve and wasteful way. The only status that needs to be processed every turn regardless of position is pregnancy, but the game will perform status update calculations on all NPCs regardless of where they are in the world.wait really? the game actually track each child individually as they move around the map?
no wonder this game is so goddamn laggy.
A major source of lag is the fact that the code runs the numbers for every npc's sperm count, cooch drip, and saliva viscosity every tick.wait really?
Did inno reject your patch?The problem isn't so much that the kids move, it's that the game calculates status updates in a naïve and wasteful way. The only status that needs to be processed every turn regardless of position is pregnancy, but the game will perform status update calculations on all NPCs regardless of where they are in the world.
I wrote a patch a while back to defer most status update calculations until the player lands on a tile with an NPC and saw a huge increase in performance with a slight decrease in memory allocation.
Considering the patch specifically mentions performance updates related to "unmet children," I'm curious as to how much of an impact it'll have when there are a lot of active NPCs in the world. I assume the patch ensures that unmet children aren't impacted by status calculations, but I haven't looked into it yet.
Nope, I haven't opened a PR yet for it yet.Did inno reject your patch?
Or we could be looking at two unrelated fixes to different, specific issues. But yeah, lets go with your assumption because "hurrdurr bad dev"I read that and had a laugh. The couple people insisting performance was way better in the current version because Inno said there would be an update from Ace, when it wasn't in the patch notes at all.
Turns out it wasn't in this version at all.
That explains why it still plays like shit lol
I don't remember a specific date but it was long time ago.Just tried putting wings on a slime for the first time in ages, only to find out they can't fly anymore. When did that happen?
It should be that simple, but we know its not. The content pipeline wasn't something that was really considered when designing this game, which is why basically every part of it has been or will be completely re-written lolIt shouldn't be taxing or difficult.
Its dialogue tags flagged for specific triggers.
Money, Quest Completion, Slave#, Spa, Kid#, Sub/Dom#, Corrupt#... ect.
Or at least it SHOULD be simple.
This is the kind of flavor filler busywork that modders and contributors should easily slip in.
Its one of the systems that SHOULD be simple and easily expandable.
IIRC the game ALREADY tries to do it as the guard dialogue treats you like shit until you have inhuman traits, but does not seem to be expanded beyond such basics.
It just highlights the severity of the coding issue.
Note: This is NOT the "Meaningful" conditional options during events, just NPC flavor text.
(Though the majority of those are already just "oh yeah... walls vs wings.")
It sounds like Ace's fix is only targeting unmet children. I'm betting, or at least hoping, he went through and re-worked it so that unmet children are just placeholders and not fully realized NPCs until you meet them. That's less of an aggressive fix than I remember yours being, so the two could probably play well together.Nope, I haven't opened a PR yet for it yet.
I haven't given it enough testing with the latest versions of LT to feel comfortable submitting it just yet. I'm also curious to see what Ace changed with their performance patch.
I wasn't making fun of Inno with that one. I was making fun of the commenters here.Or we could be looking at two unrelated fixes to different, specific issues. But yeah, lets go with your assumption because "hurrdurr bad dev"
Yeah, trying under Wine was ... far from satisfactory.It depends on which distribution you're using. If you're using Arch, install the java8-openjdk and java8-openjfx packages. If you're using Ubuntu, install the openjdk-8-jre and openjfx packages. Later versions of OpenJDK might work as long as OpenJFX is also installed, but JRE 8 is the developer recommended version.
I wouldn't bother with Wine. Aside from having pretty specific requirements the game works very well under Linux (as well as Lilith's Throne can run, anyway ).
That is the gist of it, yes.It sounds like Ace's fix is only targeting unmet children. I'm betting, or at least hoping, he went through and re-worked it so that unmet children are just placeholders and not fully realized NPCs until you meet them. That's less of an aggressive fix than I remember yours being, so the two could probably play well together.
People with a bunch of slaves stalking them at home and/or in the city should see an improvement in those areas since that was what's addressed in the current update. If you just park a handful in a milk room, yeah, no shit you don't see a change.I wasn't making fun of Inno with that one. I was making fun of the commenters here.
This was another "the devs changed onyxia" moment. Nothing changed but people insisted things were very different anyways.
Minecraft 1.18 is going to target Java 17, so that's something, I guess? Apparently 17 is the latest LTS release (the previous was 11, I think), so I suppose that makes sense.Thank you so very much. I find it interesting that even though we're to Java SDK 17, only 8 is working for games. I couldn't play any Jar files until I just finished installing 8.
Sounds good! Let me know how you make out.I'll see if I have openJFX running, but I believe it was one of the items i changed as well. I'll have to try it and verify it before getting back to you.
Thank you for taking the time to try and help.
Monday, 22 November 2021
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Hello again,
This is just a small post to let you all know how things are progressing towards v0.4.2.5's release. Since the last post (and the release of v0.4.2.3), I've mainly been working on getting a large pull request merged (PR#1622 from AceXP) that should significantly improve performance and save file sizes in games where you have a large number of unmet offspring. I've also been fixing some bugs and getting some other minor things addressed.
Starting tomorrow, I'm going to move on to adding the content for the other shops in Elis's shopping precinct. I'd also like to get a few more bugs and other minor issues sorted out, so while I initially was aiming for a release around the middle of this week, it's highly likely that v0.4.2.5 will now be out at the earliest on the evening of this Saturday, 27th (as a preview release over on SubscribeStar). If it's looking like there's going to be a delay, I'll try to let you know a day or two in advance.
My next post will likely be the release (or delay...) post of v0.4.2.5, so I'll see you again then.
I just took a look at it, and that's exactly what it's doing. It should decrease the size of the save files pretty drastically as well.It sounds like Ace's fix is only targeting unmet children. I'm betting, or at least hoping, he went through and re-worked it so that unmet children are just placeholders and not fully realized NPCs until you meet them. That's less of an aggressive fix than I remember yours being, so the two could probably play well together.
Yes. NEXT patch.People with a bunch of slaves stalking them at home and/or in the city should see an improvement in those areas since that was what's addressed in the current update. If you just park a handful in a milk room, yeah, no shit you don't see a change.
That'll help a lot in general. Like, it's pretty easy to keep the spawned NPCs pretty limited, but if you bang someone with the wrong perks you could balloon the children list in a fucking hurry. And with children being completely invisable until you meet them it's really easy to forget that they're taking up resources or how many you currently have in your save.I just took a look at it, and that's exactly what it's doing. It should decrease the size of the save files pretty drastically as well.
I agree that the two patchsets should compliment each other well. I'd say that Ace's patch will help early game breeders significantly, since it's unlikely that you'll have an active NPC on every tile, but mine should help smooth things out as the game drags on and more proper NPC classes are initialized.
I am well aware what you are talking about but boldCaps don't make it any more true. Which part of "two different changes" is so hard to understand?Yes. NEXT patch.
But I was talking about the people who were saying this last patch increased the games performance because of the change Inno was saying Ace made.
You know, the change that's coming in the next patch.
So not out now.