Aug 12 2015, 11:35 am
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It might be a world.contents issue. Atoms that have no references can still be located in world.contents (the map) or a turf's contents (a loc)
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http://www.byond.com/forum/?post=1916221
Here's the link to the dev help post. And I'll check on that, Goober. I'll see what I can come up with. Edit: No such luck. They're all deleting properly. It's a datum, so world isn't even indexing it as a real object... hmm... |
Is it being stored like a tmp var?
I saw in your dev help post that it is set to static, could that be the culprit? |
world.contents doesn't count as a reference. Otherwise, garbage collection for atoms would never happen. Check the Reference for "garbage collection".
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I think I actually just found it. The particles are creating image objects, but the image objects aren't getting deleted properly. They're building up with no particle to call home.
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And, yep, I fixed it. There was a smidgen in my code where an image object wasn't being explicitly deleted. Solved the issue right away. ;)
I owe that one to you, Goober. I wouldn't have thought about checking the world.contents for anything weird had you not said something. |
Fantastic, now that it's fixed, it's time for a murder test. That is, create hundreds of particle effects til it murders the screen (and dreamseeker).
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Right now the benchmark is 1000 particles that will bring DS to its knees for a few seconds. Still have some bug fixes and major overhauls that need to be done before I can release it, though. I'm not about to put out a buggy product.
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Agreed. Depending on the fidelity and flexibility of the system, I may end up removing my current particle system in favor of your own, as you seem to have put much more effort into it than I did my own (besides the fact that I'm a terrible coder).
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Umm... does anyone know why animate isn't working properly? It's been one of the buggiest procs I've ever seen here lately.
fade_in() That's all I'm trying to do and for some reason it won't tween at all. It'll just jump straight to the final animation, no matter what it is. Any help or a possible work around? |
In response to Kats
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This is a known bug that I discovered about a week back.
http://www.byond.com/forum/?post=1909340 It's fixed in 1295, so we'll have to wait for that to get posted. Basically put, if something's animating already and you call animate to it again, not only does it not actually animate, but it also slows down the original animation for a moment. |
In response to Bravo1
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Bravo1 wrote:
This is a known bug that I discovered about a week back. 1295 has already been posted! :) Restart pagers for update option. |
In response to AERProductions
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Oh sweet, now I'll see how terrible some of my fixed animations look! =D
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In response to Bravo1
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Bravo1 wrote:
Oh sweet, now I'll see how terrible some of my fixed animations look! =D It fixed clicking in statpanels on the webclient for me. My issue is my game seems to have really taken a performance hit from it and thus is unplayable (I also feel bad about using an interface file/skin because it just doesn't work the same as it does through dreamseeker). Don't know what to do about that. |
Of course I made sure that there's a fade_in time. In fact, there's a time with all animations. I feel like the real bug right now is that animations aren't allowed to be stacked on one another. I'm going to try playing with Interpolate and see if I can't get any different results. It's far less optional, but until this problem with animate() is fixed, I don't exactly have any other options.
EDIT: My suspicions were confirmed. Playing an animation by itself without calling any other animation allows it to play properly, but stacking animations just doesn't work. NIX: Forgot interpolate only working on matrices... that really sucks. I'm basically completely forced to manually tween the animations should I want them to work. |
Playing an animation by itself without calling any other animation allows it to play properly, but stacking animations just doesn't work. That's intended behavior. Animate() can't layer multiple separate animations because the way animate works on the backend is creating a series of appearances that the client then flips through in sequence. |
In response to Ter13
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How is this intended behavior? Why can't it be fixed on the backend to allow for stacking animations to function? Right now it's so severely limiting, it's almost not worth having.
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In response to Kats
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Kats wrote:
How is this intended behavior? Why can't it be fixed on the backend to allow for stacking animations to function? Right now it's so severely limiting, it's almost not worth having. It's intended behavior because all atoms have ONE appearance and appearances are immutable. Having two animations playing at once on one atomic object would either require a total rewrite of how appearances are managed on the server and rendered on the client-side (non-trivial), or the generation of a possible near-infinite number of appearances on the server side if timings aren't handled correctly. So... Animate() is a great tool to do a lot of things that you couldn't do before, but it does have limitations imposed on it by the existing implementation. |
In response to Ter13
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Ter13 wrote:
So... Animate() is a great tool to do a lot of things that you couldn't do before, but it does have limitations imposed on it by the existing implementation. Story of byond for so many functions! Haha. |