View unanswered posts | View active topics It is currently Thu Jan 16, 2025 8:34 am



Reply to topic  [ 16 posts ]  Go to page 1, 2  Next
 optimizing mods/CC 
Author Message

Joined: Wed Jan 27, 2010 3:21 am
Posts: 6
Reply with quote
Post optimizing mods/CC
Has anyone found a good way to optimize CC for heavy modding? i have a lot of mods and even after i went in a remove all the stuff that i normally don't use and tried to condense things into less folders it still takes awhile to start up.


Thu Feb 25, 2010 5:22 am
Profile
Loose Canon
User avatar

Joined: Sun Mar 29, 2009 11:07 pm
Posts: 2992
Location: --------------->
Reply with quote
Post Re: optimizing mods/CC
Use a fresh install in a seperate location, CC is like lightning when you have no mods at all.


Thu Feb 25, 2010 5:30 am
Profile WWW
User avatar

Joined: Mon Jun 29, 2009 2:40 am
Posts: 610
Location: Deep below The Map of Mars
Reply with quote
Post Re: optimizing mods/CC
I have a copy that has all the items that belong to non-base vanilla content commented out, and if it's critical (like some particles) I make sure it's orphaned or otherwise unbuyable.
CC loads in seconds, no joke. On an Intel Atom.


Thu Feb 25, 2010 5:37 am
Profile

Joined: Wed Jan 27, 2010 3:21 am
Posts: 6
Reply with quote
Post Re: optimizing mods/CC
Hyperkultra wrote:
Use a fresh install in a seperate location, CC is like lightning when you have no mods at all.


i know thatit runs fine without the mods. I'm trying to see if there is a way to get CC to run faster with mods (condense mods into less folders, combine mods, remove excess items and actors, ect.)


Thu Feb 25, 2010 5:41 am
Profile
User avatar

Joined: Wed Sep 09, 2009 3:16 am
Posts: 3032
Location: Somewhere in the universe
Reply with quote
Post Re: optimizing mods/CC
attempt to optimize CC by messing with its engine!!, no just joking.

Doesn't that less lag thread have something about this?


Thu Feb 25, 2010 5:46 am
Profile
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Reply with quote
Post Re: optimizing mods/CC
You'd have to tailor mods you download to your personal preference, and that takes (depending on the mods you use/don't use) extensive knowledge in ini and/or Lua coding.
If you just go and move folders around and delete certain sprites/items/scripts without going and individually redirecting any other parts of the mod that referenced those sprites/items/scripts, you could end up messing up your game and it will not load.

Honestly the amount of time you spend waiting for CC to load up each time will never amount to the amount of time it takes to re-tailor a mod for your own specific use.


Thu Feb 25, 2010 5:46 am
Profile
User avatar

Joined: Wed Sep 09, 2009 3:16 am
Posts: 3032
Location: Somewhere in the universe
Reply with quote
Post Re: optimizing mods/CC
Really i have like 5/6 of my mods disabled.
I find it quite annoying when my buy list is full.
Just a thought.


Thu Feb 25, 2010 5:48 am
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: optimizing mods/CC
Designing mods to build items through copying other items would speed up loading a lot. Like making a basic MOSRotating and copying that every time you needed to make a MOSRotating, plus whatever changes you needed to make to it.


Thu Feb 25, 2010 5:48 am
Profile
User avatar

Joined: Wed Sep 09, 2009 3:16 am
Posts: 3032
Location: Somewhere in the universe
Reply with quote
Post Re: optimizing mods/CC
Duh102 wrote:
Designing mods to build items through copying other items would speed up loading a lot. Like making a basic MOSRotating and copying that every time you needed to make a MOSRotating, plus whatever changes you needed to make to it.



You got it quite wrong duh, he is asking how to speed up the beginning load.
As in, where the .rtes get loaded?
Cortex Command start-up?
He wants it to go faster with the mods he has.


Thu Feb 25, 2010 5:51 am
Profile
User avatar

Joined: Sat Jun 16, 2007 2:31 am
Posts: 2982
Location: Texas
Reply with quote
Post Re: optimizing mods/CC
No, Duh got it right.
She's saying that each MO is a CopyOf of a single preexisting MO, thus making it unnecessary to go through 100-500 lines of code for a single simple gun, and so on and so forth.

I do this every now and then, it really does make a difference.

...Ever wait for 2000+ lines to load? ♥♥♥♥ sucks, man.


Last edited by whitty on Thu Feb 25, 2010 6:09 am, edited 1 time in total.



Thu Feb 25, 2010 6:08 am
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: optimizing mods/CC
Wait, he wants the load time at startup to decrease or the buy menu clutter reduced?
The solution I stated above, if applied retroactively (and at great annoyance and work) would fix the first problem, adding "Buyable = 0" to items he doesn't need in mods would fix the other.


Thu Feb 25, 2010 6:09 am
Profile
User avatar

Joined: Wed Sep 09, 2009 3:16 am
Posts: 3032
Location: Somewhere in the universe
Reply with quote
Post Re: optimizing mods/CC
Load time, though duh, that sounds horribly tedious.


Thu Feb 25, 2010 6:10 am
Profile

Joined: Wed Jan 27, 2010 3:21 am
Posts: 6
Reply with quote
Post Re: optimizing mods/CC
Duh102 wrote:
Wait, he wants the load time at startup to decrease or the buy menu clutter reduced?
The solution I stated above, if applied retroactively (and at great annoyance and work) would fix the first problem, adding "Buyable = 0" to items he doesn't need in mods would fix the other.


i kinda want both. i was originally doing what LFOW was saying with going through and commenting out all the stuff i didn't want; but making a item "un-buyable" might be easier for some of the more complex ones.

thanks guys


Thu Feb 25, 2010 6:15 am
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: optimizing mods/CC
dragonxp wrote:
horribly tedious.

Which is why it's a lot better to do it from the get-go where it will be easier to design efficiently rather than go back and fix it all.

Coincidentally, this is why mods like UniTec and AAL are so long in loading, they don't use many CopyOfs for items.
I tried to fix it a bit in WizCorp and Melee Masters, but I didn't make as many copies as I possibly could.

I think the difference in speed is due to how much faster the engine can make objects in memory vs how fast the parser can read the .ini files. I could be wrong though.


Thu Feb 25, 2010 6:16 am
Profile
A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
User avatar

Joined: Sun Jan 28, 2007 8:54 pm
Posts: 1070
Location: Somewhere beyond the endless sea of hyperspace, fighting for your right to call a planet home.
Reply with quote
Post Re: optimizing mods/CC
Was that barebones CC updated for the current build?

Actually where the hell did that thread even go in the first place? I'm going to go find that.

http://forums.datarealms.com/viewtopic.php?f=1&t=16195&p=300298&hilit=barebones+CC#p300298

Ah, there it is.


Thu Feb 25, 2010 7:31 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 16 posts ]  Go to page 1, 2  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.057s | 15 Queries | GZIP : Off ]