Quote: "The program closes instantly when "delete objects" is commented out - and not quite instantly when it is included. This is in stark contrast to U6.4 and U6.5 which both take about 50 secs to close with and without "delete objects". I suspect this is something that was introduced in U6.3."
Well, I have done some tests between 6.4 and 6.3 with the # of objects that are loaded into dbp and when it shuts down. There is no Question that there is a serious flaw introduced in 6.4 and the way it handles multiple and cloned objects,
this cannot be argued(for more information, follow this link:
http://forum.thegamecreators.com/?m=forum_view&t=100173&b=15) . The upgrade to 6.4 has left a very sour taste in my mouth and I am hesitant (to say the least) to upgrade to 6.5. My understanding is that 6.5 is identical to 6.4 (for dbp users) with the exception of being able to run Eric's enhanced animation plugin. However, 6.3 to 6.4 hammered out a lot of problems regarding cameras and shaders, so that TGC could successfuly market their darkshader application, in doing so neglecting the rest of the language and releasing it before it was properly tested.
Hopefully some of these issues will be acknowledged and fixed in 6.6 as well as the option of being able to generate a list of culled and non-culled objects as LiT suggested. I can understand in fixing the cameras that you MAY loose some speed and this is understandable, as understandable as taking 2 steps forward and one step backwards. It is just a little disappointing that recent releases have been entirely for promoting sales as opposed to fixing their problems. It is a tough juggling act, I know. Keeping your customers happy and paying the bills, I am sure it is very difficult. I was reassured to see that Lee had responded to this post because when the community points out bugs and others complain and hear nothing in response from the administration, they tend to fear the worst. I hope everything is well with everyone at TGC.
Quit planning to make a game and make a game.
