Post by Moongaze on Jul 30, 2007 20:44:21 GMT -5
wolftusk said:
rudy9443 said:
just a thought in order to keep the memory as low as possible for the users. since everyone is asking for so much class specific utilities, i think it might be better for people with lower end computers to have all of those utilities broken up file-wise. for example all the warlock specific stuff would be under a LS_Warlock addon that requires the main LS to be on. then in the ls config screen have a bunch of tabs for each class and when you dont have one loaded just replace everything there with a "Class Utilities Not Loaded" or something like that. (like the way perl seperates everything out so you dont have to load features you arent going to use). just a suggestion in order to keep LS as streamlined as possible.note: i have not installed LS yet(i am going to tonight), but have been reading the forums and figured itd be a good way to keep LS from bogging peoples FPS down
This has been suggested before, and it was determined that splitting this up the mod into various smaller mods to save memory was just not needed. Turns out the addon is deleting functions and other blocks of code from memory when it is not being used by the system, effectively releasing any code that has been coded that is not currently being used by the system.
Yeah, and as of now, it's using up around 300k of memory, and there's another 20-60k that still isn't optimized, refactored, or event added to the memory deleting I was talking about. Of course, with the more buttons actually assigned, the more space the addon takes up, but the core is still quite small, especially considering what it does.
While away at Comic-Con (I had no internet *cry*) I added a few more sections to the memory wipe and moved some stuff around. I think I might have squeezed another 10k off the memory requirement.
The size of the addon doesn't really affect the FPS too much. It's the amount of processing it does. Some addons will update stuff EVERY time the game draws the screen, even when it isn't needed, which will bog down the FPS if it has to do a lot of calculations or calls to the game's API. A good example of would be from earlier in Stage 4, when I added Ammo counting for a sphere event. Any time the inventory would change, LS would search ALL your inventory and take an, um ... inventory of what you had on-hand. This was ONLY needed for the item recognition module, which affects the button types "Use weakest/strongest (item)." The problem with this is that during combat, while a hunter was plugging away and using their ranged ammo, LS was updating stuff in the background. This is a problem because no matter what LS found, it couldn't do anything with it until AFTER combat. So, during combat, you got stupid lag for nothing. This is, I'm sure, one of the things that affected many sphere addons in the past, especially for Hunters.
Or they will CONSTANTLY re-assign the buttons with the same art, actions, and events, when it isn't needed (since nothing changed). I've been finding small sections of that code in LS and making it update in a smart fashion.
I'll also be looking into disabling or hiding certain "click types" and sphere/gauge events in the future that don't apply to the class. No reason for a priest to see "Combo Points" ... unless you want a gauge that was always empty =)
Yeah, me too