On Mon, Apr 04, 2011 at 08:29:14AM -0700, [email protected] wrote: > http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=886 > > Ralph Versteegen <[email protected]> changed: > > What |Removed |Added > ---------------------------------------------------------------------------- > Status|NEW |RESOLVED > Resolution| |FIXED > Summary|Random high CPU usage which |Nightmare on Elmo Street is > |persists until you quit the |slooooooow > |game | > > --- Comment #1 from Ralph Versteegen <[email protected]> 2011-04-04 08:29:14 > PDT --- > Opps, looks like I imagined seeing this in Dragon Bustier. It is a NoES bug: > on > closer inspection, the script running on a timer is actually loading an enemy > sprite over and over! It's really bizarre how the game runs fine and then > suddenly the frame rate plummets. And how J_Taylor never noticed this. >
It makes sense to me that it takes some time for this to slow things down. Every time a new copy of the sprite is loaded, the old slice is effectively leaked, so sooner or later there are too many of them, and the swapping starts. It seems to be a fairly common mistake for new scripters who are cycle of a loop. I think some documentation improvements could help this... But it is hard for me to know exactly what to say. --- James _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
