Reached Compiler limit?
Posted: 13 Apr 2013, 18:36
The maps forum is going dreadfully slowly so i figure i'd post here as well and see if there's any luck with the situation.
The situation being that i think i reached the limit of what i can cram into the compiler, the latest mission file which handles random events has alot of repeated character creation and such and i think that's just jacking up the memory/space usage of it immensely. There's far more details in the post i made in the maps forum.
So basically, is it possible to put together an compiler which can take even MORE commands and bytes? I'm already using the Hacked Compiler, but even that is not enough, as the compiler crashed mid-compilation, probaly because of reaching the limit it has.
If i cant get past that compiler issue i dont have the faintest clue how the hell i'm going to get any progress at all with the project. As far as i'm aware the game itself can handle all this fairly well minus a weird crash when exiting the script, which might merely be a scripting error, hopefully.
The situation being that i think i reached the limit of what i can cram into the compiler, the latest mission file which handles random events has alot of repeated character creation and such and i think that's just jacking up the memory/space usage of it immensely. There's far more details in the post i made in the maps forum.
So basically, is it possible to put together an compiler which can take even MORE commands and bytes? I'm already using the Hacked Compiler, but even that is not enough, as the compiler crashed mid-compilation, probaly because of reaching the limit it has.
If i cant get past that compiler issue i dont have the faintest clue how the hell i'm going to get any progress at all with the project. As far as i'm aware the game itself can handle all this fairly well minus a weird crash when exiting the script, which might merely be a scripting error, hopefully.