1
2
Send me a current copy of your project via PM. I'll download and run some tests to determine whether this is a BYOND bug.
|
Okay, I just temporarily removed all those mission objects I mentioned above, it was well over 20k-30k of them. And my project is now runnable.
|
https://en.wikipedia.org/wiki/Binary_space_partitioning
That's your best bet for a replacement. TL;DR: Place two objects on the map, one representing the lower-left corner of the quest area, one representing the top-right corner of the quest area. on mob move: get the node the player has moved into. foreach trigger region contained within the region, test the bounds of the user against the trigger region's bounds. BSP is a required optimization to remove unnecessary checks for trigger regions not within the same map chunks as the player. You can also try a single object with a massively oversized bounding box, but I don't recommend this. EDIT: My tests of a single stationary object with a massively oversized bounding box don't seem to actually cause a CPU bump. |
Before removing the mission objects, the tile pop was at 2434 now its at 2022. Chances are if I do continue to add more maps reaching the pop limit is inevitable. Do these numbers seems abnormally high, do you suggest I attempt to lowering this count? Also, an edited/new object instance doesn't create unique tile pop?
|
New instances are compiled into the object tree at runtime as types. It's the same as hard-coding them, more or less, but it forces you to be more flexible with your prototype creation. The only issue is that it bloats your DMM size a bit.
And 2K tile pops is not unheard of for maps spanning 2-3 z layers. As for lowering the count, that's hard to say without a lot of information about what you are actually doing. |
At only 2434 pops, I don't think that number was your problem; it's nowhere near the limit, and sounds pretty normal. I think the sheer size of your map may have had a bigger impact here.
|
1
2
Good fucking lord, what is the error message? Is it BYOND error: Corrupt map data in world file?
This would have been relevant information many, many posts ago.