ID:143295
 
Problem description:compile time takes about 4 mins anyone no how to speed it up

Get a better pc.
In response to A.T.H.K
A.T.H.K wrote:
Get a better pc.
1.7ghz procs&1gigram i think thats enough any other thing to speed it up
Remove as much un-used code, make all sound/music files .ogg, make all images .png, remove un-used icons or atleast remove temporarly, get rid of useless files and just learn better ways to code to reduce over-all file size,and if you have a map with 100 layers, remap, too many layers will cause lag and huge compile time, less code is less work, less compiling and less loading for people laying your game.

-Poal
In response to Tcoo
Then it depends on the source is it a big project?
Is the map huge?
In response to Poal
Poal wrote:
Remove as much un-used code, make all sound/music files .ogg, make all images .png, remove un-used icons or atleast remove temporarly, get rid of useless files and just learn better ways to code to reduce over-all file size,and if you have a map with 100 layers, remap, too many layers will cause lag and huge compile time, less code is less work, less compiling and less loading for people laying your game.

-Poal
i think it got something do with foulders i put everything in one 1 foulder it did it in 2 mins but then its un organized and i check all the codes and it small as it can get so what else code be a problem
In response to Tcoo
What do you mean "folders"?
Reduce the number of multimedia items that get compiled into the RSC, but don't need to be used in the game.

For example, if you're building a game and one of the first things you do is defined 500 items each with their own icon file, then your compile time will slow down while it puts each of those 500 icons into the resource file. Save the content for when your game is done.
In response to Foomer
Foomer wrote:
Reduce the number of multimedia items that get compiled into the RSC, but don't need to be used in the game.

For example, if you're building a game and one of the first things you do is defined 500 items each with their own icon file, then your compile time will slow down while it puts each of those 500 icons into the resource file. Save the content for when your game is done.
how would i test stuff if all the icons are out
In response to Tcoo
If you put files in subfolders and refer to them in the code (in single quotes) without the full path (ie instead of icons/person.dmi just person.dmi) then on compile Dream Maker will search the subfolders for the file, so that can elongate the compile time, yes.
Do you by chance include lots of code files in your project, maybe you've included a lot of libraries? Try to cut down on the amount of code.
In response to Tcoo
Tcoo wrote:
Foomer wrote:
Reduce the number of multimedia items that get compiled into the RSC, but don't need to be used in the game.

For example, if you're building a game and one of the first things you do is defined 500 items each with their own icon file, then your compile time will slow down while it puts each of those 500 icons into the resource file. Save the content for when your game is done.

how would i test stuff if all the icons are out

Did I say, "Remove all the icons"?
Go to project preferences (Where you specify debug mode on/off), and turn off 'set FILE_DIR for subdirectories'.

Then, specify the full path to any resources.
In response to Tcoo
A 1.7Ghz processor isn't that great anymore, you can get processors 2x and even 3x faster than that now. My computer when I got it 4 years ago had a 2Ghz processor :[

Anyway. Short of getting a new computer what other people said is true. Get rid of or disable any resources that are unneeded. Icons/objects, sounds/music and maps (from what I have seen, large maps can make compile times slow down by a lot, and if you are like me and do the mapping in a game second to last then you don't need large map files, just make a smaller map to test stuff on).
In response to The Magic Man
Raw clockspeed isn't a measure of processing power - You can overclock some P4s to over 5 GHz with appropriate cooling (I believe liquid nitrogen was used), but you'd be better off with a high-end Core 2 Duo.

That's because it takes several cycles to complete a single instruction - core2s reduce the amount of cycles required to perform instructions while reducing the clock speed. Additionally, waiting for memory to give the processor something it needs to continue processing takes up a lot of the processors time - efficient caching strategies and other such things can make processors much faster.
In response to Foomer
Foomer wrote:
Tcoo wrote:
Foomer wrote:
Reduce the number of multimedia items that get compiled into the RSC, but don't need to be used in the game.

For example, if you're building a game and one of the first things you do is defined 500 items each with their own icon file, then your compile time will slow down while it puts each of those 500 icons into the resource file. Save the content for when your game is done.

how would i test stuff if all the icons are out

Did I say, "Remove all the icons"?

then what ya mean
In response to Kaioken
Kaioken wrote:
If you put files in subfolders and refer to them in the code (in single quotes) without the full path (ie instead of icons/person.dmi just person.dmi) then on compile Dream Maker will search the subfolders for the file, so that can elongate the compile time, yes.
Do you by chance include lots of code files in your project, maybe you've included a lot of libraries? Try to cut down on the amount of code.

1 lib cant compress code no more
In response to The Magic Man
The Magic Man wrote:
A 1.7Ghz processor isn't that great anymore, you can get processors 2x and even 3x faster than that now. My computer when I got it 4 years ago had a 2Ghz processor :[

Anyway. Short of getting a new computer what other people said is true. Get rid of or disable any resources that are unneeded. Icons/objects, sounds/music and maps (from what I have seen, large maps can make compile times slow down by a lot, and if you are like me and do the mapping in a game second to last then you don't need large map files, just make a smaller map to test stuff on).

that really doesnt solve my prob maybe it would have helped if i did it before i did the whole thing
In response to A.T.H.K
A.T.H.K wrote:
Then it depends on the source is it a big project?
Is the map huge?

150x150 map 53 maps
In response to Tcoo
Is there a reason you need 1,192,500 map tiles?
In response to Garthor
Garthor wrote:
Is there a reason you need 1,192,500 map tiles?

bigger map better game and for what i want to do prob need to be bigger but my limit is 150x150 for now
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