Pink Petal Games

Game Discussion => General Discussion & Download => Topic started by: Fstop on November 21, 2009, 04:45:18 PM

Title: Game startup time
Post by: Fstop on November 21, 2009, 04:45:18 PM
Is anyone else experiencing extreme long load times when you first start a brothel or that it just plain doesn't start?
Title: Re: Game startup time
Post by: zodiac44 on November 21, 2009, 04:48:50 PM
The startup sequence is kind of borked in the current release.  IIRC, the game actually opens every image file for every girl, so as you increase the number of girls, the startup time increases dramatically.  I am given to understand the fix for this will be included in the next release.
Title: Re: Game startup time
Post by: Fstop on November 21, 2009, 04:51:40 PM
That explains alot considering I have over 10k picks >.>
Title: Re: Game startup time
Post by: DocClox on November 21, 2009, 05:42:15 PM
A fix is in the pipeline - coming Real Soon Now :)
Title: Re: Game startup time
Post by: Fstop on November 21, 2009, 05:45:59 PM
I would totally have a Man crush on you if you release it by the end of this weekend =p
Title: Re: Game startup time
Post by: delta224 on November 21, 2009, 06:26:18 PM
Sadly, I don't think It will be realeased this weekend.  Necro is a little behind on the 1.30 update, but it should be released by next week.  I have the fix, but currently my code is a mess since I am changing the engine a bit to be faster and less error prone.
Title: Re: Game startup time
Post by: letmein on November 21, 2009, 07:02:35 PM
Well, that's disappointing.  Can't be helped, I suppose - necno did say this update could be a full three weeks, and so long as he doesn't make that a lie I won't complain.

How are you guys coordinating code, anyway?  If you're working on basic cleanup all over, Δ, how does that get to necno?  And what the heck are you working on, Doc?
Title: Re: Game startup time
Post by: DocClox on November 21, 2009, 07:30:52 PM
And what the heck are you working on, Doc?

Mainly I've converted the items girls and rgirls files to use XML formats. That is going to be in the next release, and Solo's editor will be able to read the old format and save the new one. So that should pretty much put an end to the number of traits argument.

I've also done a chunk of work on "under the hood" improvements, which won't be immediately apparent, but should make development easier in the future.

Next big thing is an XML version of the screen definition files. And then Lua scripting, and so forth from there. I'm also going to expand on necno's config screen once it appears in this release.
Title: Re: Game startup time
Post by: Fstop on November 21, 2009, 07:45:15 PM
I wasn't really expecting it to be by this weekend I believe necno said if all gos as planned it will be released this Friday
Title: Re: Game startup time
Post by: Zeus on November 21, 2009, 07:47:58 PM
afaik he said from Saturday (? Samstag^^) to Tuesday (? Dienstag)


sorry, i forget everytime the english day names...
Title: Re: Game startup time
Post by: necno on November 23, 2009, 10:51:56 PM
Yes i'm quite behind indeed. But on the bright side i've been working on it every day, even weekends. But some features needed to be cut and then reworked for certain things to be added. For example there is no longer an alcohol resource... it was unneeded when it should just be taken into the upkeep costs.
Title: Re: Game startup time
Post by: letmein on November 23, 2009, 11:02:25 PM
Makes sense.  It was pretty useless.  It's done when it's done, necno.
Title: Re: Game startup time
Post by: Mehzerz on November 24, 2009, 07:38:45 AM
Hahaha, I actually forgot about the alcohol system. I never really used the Casino/bar upgrades since the early versions anyways. Didn't seem like they were too profitable.
Title: Re: Game startup time
Post by: zodiac44 on November 24, 2009, 12:15:22 PM
In the current incarnation, the strip bar is necessary if you want more than 8-10 girls/brothel to work as whores.
Title: Re: Game startup time
Post by: necno on November 24, 2009, 03:42:09 PM
Hmmm, it never used to load all the images. It used to just check they exist and then continue.
Title: Re: Game startup time
Post by: delta224 on November 24, 2009, 04:53:31 PM
As long as I've played this with girl packs, yes it did.
 
[Code talk]
 
 Why it was loading all the images into memory was because when you call open on a fstream object or pass it a file name for the constructor, the file is loaded into memory if it exist so that it can be worked on in memory.  Since working with memory is faster than working with the hard drive, it makes since to just load the data into memory if it exist, and work with the data in memory instead of having to constantly read and write data to and from the disk.
 
[/Code talk]
 
Sorry, it is just a pet peeve of mine that sometimes coders don't think about the side effects of what they are writing in terms of the code itself and the preformance of the code.
Title: Re: Game startup time
Post by: DocClox on November 24, 2009, 05:09:41 PM
Should only buffer the first 1k? 4K? I don't know what the default buffer size is for fstream these days. Although that's still a lot more expensive than just stat()ing the file and storing the file size and path. 

I've been looking at the image loading code in cGirls, getting in a knot over all those linked lists. Maybe I'll have a go at the loading code as well. I#m halfway there already
Title: Re: Game startup time
Post by: delta224 on November 24, 2009, 06:07:53 PM
Eh, it still needs to load part of it.  Don't worry about the loading code too much.  It should use the file list class now.  I should have commented out the old code for future looking at, though.
Title: Re: Game startup time
Post by: DocClox on November 24, 2009, 06:12:04 PM
Good enough for me :)