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FPSC Classic Product Chat / Code For Modders

Author
Message
The Zombie Killer
15
Years of Service
User Offline
Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 30th Mar 2013 04:06
Hi,
this is just a thread I'll use to give out code I've created to be
implemented into various mods.

Uncapped Scripts
Description: Removes the 350 line cap on scripts, thus removing a
large engine limitation, and making the engine run slightly faster in
some circumstances. This version is more optimized than the version I
have included in the community mod, but this will be put into the
community mod soon enough

Replace this code:


With this code:


More coming soon when I get it all ready.

-TZK

s4real
VIP Member
19
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 30th Mar 2013 04:59
Thanks for this code on uncapped scripts.

We had it uncapped in an older mod and then added it back in but with a higher number.

There was a reason why its capped and I can't rememberer why.

Many thanks anyway

Best s4real

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BlackFox
FPSC Master
18
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 30th Mar 2013 05:06
Quote: "There was a reason why its capped and I can't rememberer why."


It just dragged the processing right down, particularly if you had a large number of scripts running at once. It was capped lower than 350 prior to v1.17 (which was a bit too low), but the 350 limit seemed good at the time. However, just because a cap is removed does not mean you will effectively be able to run 10+ scripts at the same time over 350 lines and not bog the processing down.


There's no problem that can't be solved without applying a little scripting.
The Zombie Killer
15
Years of Service
User Offline
Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 30th Mar 2013 10:21
@s4real
No problem

@BlackFox
I sincerely hope that people will understand that when they use a mod that has uncapped scripts.

-TZK

Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 30th Mar 2013 17:23
TZK, thanks for this thread. I have it bookmarked and will peek in every once in awhile.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
BlackFox
FPSC Master
18
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 30th Mar 2013 18:33
Quote: "I sincerely hope that people will understand that when they use a mod that has uncapped scripts."


Agreed. Just because something gets uncapped does not mean developers can make it "open throttle". We uncapped our scripts a year ago and never had any issues. I believe the only script I have is our inventory system- it is completely mouse driven and actually reached 587 lines. It does not affect our frame rate one bit, but that does not mean I can have 10+ scripts running at once with that many lines.

Knowing the engine is key.


There's no problem that can't be solved without applying a little scripting.

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