Closed JaredFogleSS13 closed 6 years ago
literally just BYOND we can't fix it
Always has been, always will be. BYOND was never meant to run a game of this scale. Sorry.
thought so, but there are still hundreds of scripts that don't have to be enabled every single compile time.
You can somewhat improve compile times by using a smaller map, such as test_tiny. Beyond that, it's just the result of living in a castle built on top of a garbage heap.
@Shadowmech88 will try this, but like you said with the word "somewhat", i don't expect this to improve it very much
i had compile times of literally 15 minutes on a shitty pc once thats just how byond is
There are not actually... any compile-time scripts, as far as I know. If you mean unnecessary code, then sorry, but SS13 is about as far from modular as you can get. If you can find a file of any significance that can be unticked without causing a compile failure, I'll be shocked.
That said, using a test map as suggested above will probably cut off 30 seconds to a minute, and you can get some additional benefit from using dm.exe
rather than the actual Dream Maker.
@Exxion unnecessary code is what i meant, and yea i figured out the non-modular part. as for dm.exe, that i didn't know. i see that i have it, but i'm not sure what it is. is it a console program that i can just run dm.exe vgstation13.dme
in?
yeah you can use not Dream Maker to compile via dm.exe
there's project setups for things like building via Atom and the build
apm package
more specifically:
https://www.reddit.com/r/SS13/comments/40xh7s/coder_stuff_updates_regarding_github_atom_for_dm/
https://www.reddit.com/r/SS13/comments/48stt2/yet_another_github_atom_update_atomic_dreams/
@gbasood i prefer vs code over atom, but i get how all that works and could get it working for me. i'll look into it, how much would using test_tiny and dm.exe improve compile time?
oh in that case there's a syntax package for VS Code based on Atomic Dreams that I've published as well, and you can configure it to build similarly for compile times: test_tiny.dmm helps a lot, it also more specifically helps with starting a local server after compiling by a fuckton
VS Code package based on Atom package based on Sublime package that doesn't even really work anymore
What kind of hell have we trapped ourselves in
the vs code package is basically a straight port at least they both use the same rendering engine whereas the sublime package never worked quite right anyway
Lets just port ss13 to another engine, that should fix this problem. If nobody else has the time, you can tag me to work on this and close the issue.
DM only compiles using one core, so you've gotta have a good clockrate on your processor.
Went from a 1.6GHZ to a 3.4GHZ, compile time went from 12 minutes to 2 and a half.
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ss14 when
I'm making it 3D while I'm at it
roblox doesn't count
Honestly even that is better than BYOND
Description of issue
Compile time is way too long. Maybe it's just my years old computer, but it takes maybe 5 minutes to compile this heap of shit. I try disabling files for objects and stuff I probably won't need, but then my compile log is flooded with errors. Perhaps there should be some guide or something on how to make compile times much shorter at the cost of having an actually playable server? (As in, when testing unless you're actually fiddling with robotics code you don't need them).
Difference between expected and actual behavior
It shouldn't take several minutes every single time to compile even if it's just a small change.
Steps to reproduce
Compile this.
Specific information for locating
N/A
Length of time in which bug has been known to occur
I have no idea.
Server revision
Latest. Too lazy to open up the game.
Issue bingo
Please check whatever applies. More checkboxes checked increase your chances of not being yelled at by every contributor.