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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Garbage collection
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Garbage collection
Just to test it, I've clicked "(Re)Build All" button about 10 times and the editor started lagging a bit. Same with the save button. It's not really a problem but could possibly be with larger maps (I never tried to rebuild SunSpire or Bluff or any default map actually). Maybe it needs more garbage collection although idk where could it be put. And BTW I hate all those if != { = null;} statements. I get lost in it. 
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GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Garbage collection
Speaking about that... How does the reachspec calculation work? Like, when rebuilding after even a slight change in paths, it makes a lot more reachspecs, but seems to skip those which are non-operational... Like, if you had 800 in the beginning, you might even have 8000 in the end
But the 7000 will be skipped in parts... Didn't actually check if that happens when you restart UEd. In UT2004 there was simply no reachspec listing, so no huge numbers seen, although I guess they are huge there as well...
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: Garbage collection
Ya wtf are those reachspecs... It goes around 2500 on my map (currently the map's filesize is about 150 Kb).
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Hellkeeper
- Global Moderator
- Posts: 3310
- Joined: Wed May 21, 2008 8:24 pm
- Location: France
Re: Garbage collection
I certify their is reachspecs calculation in UT2004.
It seems to have something to do with the draw orders of the geometry, since any mesh/brush you add will result in more and more reachspec at the next rebuild.
However.
Their is an easy way to keep reachspecs low and get them WAY down when they get to high. Just select every pathnode, lift exit, lift center, weapons, ammo, jumpsots, in fact ANY item or actor that is recognised as a node, then RMB=>Order=To last. Then, rebuild. Usually, I do this after having completed a map and I cans ee a drop of about 700 reachspecs for medium-sized map (unless I made the pathing very early. The drop is even bigger.).
It seems to have something to do with the draw orders of the geometry, since any mesh/brush you add will result in more and more reachspec at the next rebuild.
However.
Their is an easy way to keep reachspecs low and get them WAY down when they get to high. Just select every pathnode, lift exit, lift center, weapons, ammo, jumpsots, in fact ANY item or actor that is recognised as a node, then RMB=>Order=To last. Then, rebuild. Usually, I do this after having completed a map and I cans ee a drop of about 700 reachspecs for medium-sized map (unless I made the pathing very early. The drop is even bigger.).
Last edited by Hellkeeper on Thu Oct 09, 2008 10:34 pm, edited 1 time in total.
You must construct additional pylons.
