Clusterfack:
Hi lummox quick question about an issue we've been having with compiling.
We recently changed our codebase to have world.icon_size to 64x64 and upscaled all our sprites to that size as well. Since we used nearest neighbor interpolation and optiping to optimize the dmis, it only increased file size by about 10-20%.
When we compile now though, compiles will either take 3 minutes like they used to but also occasionally they will take a full 20 minutes. During which time the mem usage of dream maker cycles up and down by about 100mb repeatedly.
Is there some issue with compiling at that icon size, or with bigger rscs are we hitting some unknown limit, or is there some unknown issue with using optiping on .dmis which strips out information that massively slows down compile speed (randomly and not consistently). Do you know if there is any way to avoid this problem?
If you want to try compiling yourself to see it, this 64x64 version is now the bleeding edge version of our code here
https://github.com/d3athrow/vgstation13
Lummox JR:
The compilation process itself shouldn't, AFAIK, be unpacking icons at all, so I doubt that the icon size has any bearing on compilation proper. But the object tree for Dream Maker might be another story. That's probably where the slowdown is happening; it does unpack icons, and internally it wants them to be 32x32 because it uses an imagelist structure.
Compiling in dm.exe will of course skip the expensive parts of the object tree generation.
Clusterfack:
Alright, I will spread that around to our coders and we'll see if that eliminates our issue. Thank you!
Clusterfack:
Is there any option to set so the project wont generate the object tree in DM? I only ask because a lot of newer people start with dream maker originally simply because they already have it installed.
Lummox JR:
Not really; DM generates the object tree automatically so they can do mapping. But I think there's something to be said for maybe making deferral of the tree a feature request.
So I bring this up because things lummox mentioned are being contradicted by other observations, the key of which is that this bug doesn't happen while the dm status bar says "generating object tree"
It seems to happen right after it reads the first map file, but so far i haven't gotten it to happen in dm.exe
(note: among ss13 devs, dm = dream maker, dm.exe = dm.exe)
Between loading the first map file, and the second map file, the time is 5 to 15 second. under 64x64, that jumped to over 10 minutes. (I force closed it after about 10 minutes to do some more tests in dm.exe)
Mind you, the codebase is on a samsung evo ssd, my computer is a 8 core overclocked machine with 16gb of overclocked ddr3 ram, no page file (so no slow ram reads from paged ram). Its really beefy