Sun Jul 30, 2017 5:01 am
Sun Jul 30, 2017 5:27 am
Spam Troll wrote:Hi.
I'm in the early design stage of a forthcoming Hard Sci-Fi expansion (Polar Winds), and still trying to scope out what I'm up against. With the old TQ engine/editor there were numerous glitches and problems Cat and others encountered, and I'm trying to get a better handle on what's STILL a problem, what might be fixed, and what things to look out for.
My understanding was, that major problems before were separable into "Engine" and "Editor" limitations.
EDITOR
The old TQ Editor tended to crash when too many or too large graphics/sounds/assets were loaded.
Is it safe to be more adventurous now? If not, how much is "too much"? if you've run into any blocks yet.
ENGINE
Sometimes Globals would glitch, and (some?, all?) would become uninitialized, or set to zero. Was this related to "too many globals" altogether? "too many expansions enabled"? Or something else? Or was it never really resolved?
What platform/s did this affect? I know iOS, but was it PC as well?
Are things "fixed" now? Or is that still unknown?
Any good recommended workarounds?
Any other good mysteries out there?
_____________________________
I can report at least ONE editor/engine bug has been squashed.
Loading and playing custom MOD music files used to make the engine corrupt and crash (after playing mostly correctly). no more MODs = no more problems
Sun Jul 30, 2017 5:34 am
Sun Jul 30, 2017 5:41 am
Catacomber wrote:The globals problem still seems to be a problem even on pc once you have more than one expansion enabled. Trying to find a way to report problems to Elendil so he can fix this but it's very elusive and the code is not his. He's trying.
Mobile seems to have a problem with a lot of things as people have reported they can't do various things unless they sleep for a week. It's just baffling. My solution is Phredd who sells just about anything you could possibly need and doing updates to fix individual problems.
I don't know about the adding too many graphics problem because I'm always conservative. I like a skinny file for mobile. In test files, I've had a problem adding too many monsters so I try to keep that down.
You really should work in a test file before you add things to your main file. That's how I do it.
Because of the standalone versions on mobile, you have to make sure your players have everything they need as they cannot access the base game.
So trainers, normal, better, best and superior shops if your game requires anything from those.
Standalone players need special treatment.
Sun Jul 30, 2017 5:47 am
Catacomber wrote:Porting a game from the old version to the new is a major headache but you don't have to worry about that. In our later expansions I didn't use globals that much.
Elendil managed to make the editor much better but there are still some problems that occur that are elusive.
Sun Jul 30, 2017 5:52 am
Catacomber wrote:The globals problem still seems to be a problem even on pc once you have more than one expansion enabled. Trying to find a way to report problems to Elendil so he can fix this but it's very elusive and the code is not his. He's trying.
Sun Jul 30, 2017 6:00 am
Sun Jul 30, 2017 9:54 am