stress tests

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stress tests

Postby ezee » Tue Jun 23, 2015 9:45 am

Hi.
I am actually doing some stress tests on the "computer interface " from the menu .
It is one of these stupids tests needed by a game , but they should be done by beta-tester
and not by a dev ( because it's time consuming ...)

Anyway , i've found that 25 saved files cost 195 Mo in the hard disk .
:shock: :shock: :shock:

Okay , now people have terabytes instead of gigabytes , but we are far away from optimisation here ...

If some of you have time to think about and propose solutions to reduce the size of saved games , please comment .

And ... i announce a revolution in the menu system , very soon .
I will need Linux beta testers because i'm working on windows , and there's a high probability of crashes on linux because of bad end of lines and end of files from windows.
( in the python modules i've edited and also the .csv)
I am okay to work for you guys , but i can't without your help .
:wink:
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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Re: stress tests

Postby Eye~R » Fri May 13, 2016 4:54 am

For linux testing, would you not have to has some linux code on the go?

Last I looked, your VSEvo didn't compile on linux. Can't recall the error from head but it wasn't having any of it.

Got that Multiplayer ready yet?

As for reduction in save size, you've two options.

Save less data - I don't think this option is possibly viable.
Use compresssion. Something common like .zip or .rar should work, but if you'll be implimenting this yourself I'd suggest something a little "better" like xz.
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Re: stress tests

Postby loki1950 » Fri May 13, 2016 1:13 pm

Same experience here might be that the support libraries dll's for windows need updating to the ones that ship with current distros and the api of some of them may also have changed.BTW does your build run on win10.

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