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Can somebody please make a guide on compiling runtimestation

Posted: Sat May 06, 2017 10:54 pm
by PKPenguin321
Ever since the map loading update I haven't been able to figure it out and my compile to run time for testing takes like 5 minutes per go, up from runtimestation's 30 seconds. Please help

Re: Can somebody please make a guide on compiling runtimesta

Posted: Sat May 06, 2017 11:15 pm
by Tokiko2
In dreammaker, uncheck everything in _maps except for runtimestation.dm and compile.

Re: Can somebody please make a guide on compiling runtimesta

Posted: Sat May 06, 2017 11:46 pm
by PKPenguin321
Wait really I thought that was removed with the map building update thing

Re: Can somebody please make a guide on compiling runtimesta

Posted: Sun May 07, 2017 2:22 am
by lzimann
Ticking the map's DM forces it to load that specific map when you start the server.

Re: Can somebody please make a guide on compiling runtimesta

Posted: Sun May 07, 2017 2:42 am
by PKPenguin321
Wow it worked
I could have sworn just ticking the boxes was removed, was it readded

Re: Can somebody please make a guide on compiling runtimesta

Posted: Sun May 07, 2017 3:32 am
by lzimann
Yea, it was added shortly after the loading was changed to runtime instead of compiling.

Re: Can somebody please make a guide on compiling runtimesta

Posted: Tue May 16, 2017 8:14 pm
by tacolizard
selecting runtime doesn't seem to improve compile time, only round loading time

Re: Can somebody please make a guide on compiling runtimesta

Posted: Tue May 16, 2017 8:59 pm
by Qbopper
wait there's a fucking map that loads quicker for testing???

i am retarded

Re: Can somebody please make a guide on compiling runtimesta

Posted: Tue May 16, 2017 9:12 pm
by oranges
tacolizard wrote:selecting runtime doesn't seem to improve compile time, only round loading time
That's because maps aren't compiled in, but loaded at runtime. (Technically the miscellaneous z levels that show up are compiled in, but theyr'e irrelevant for this discussion)

Re: Can somebody please make a guide on compiling runtimesta

Posted: Tue May 16, 2017 10:55 pm
by MisterPerson
Oranges wrote:
tacolizard wrote:selecting runtime doesn't seem to improve compile time, only round loading time
That's because maps aren't compiled in, but loaded at runtime. (Technically the miscellaneous z levels that show up are compiled in, but theyr'e irrelevant for this discussion)
I like to turn those off too for even more sanic compiling

Re: Can somebody please make a guide on compiling runtimesta

Posted: Wed May 17, 2017 1:25 am
by Bawhoppennn
MisterPerson wrote:I like to turn those off too for even more sanic compiling
dam u crazy man

Re: Can somebody please make a guide on compiling runtimesta

Posted: Wed May 17, 2017 2:21 am
by PKPenguin321
MisterPerson wrote:
Oranges wrote:
tacolizard wrote:selecting runtime doesn't seem to improve compile time, only round loading time
That's because maps aren't compiled in, but loaded at runtime. (Technically the miscellaneous z levels that show up are compiled in, but theyr'e irrelevant for this discussion)
I like to turn those off too for even more sanic compiling
teach me

Re: Can somebody please make a guide on compiling runtimesta

Posted: Wed May 17, 2017 4:20 am
by Gun Hog
PKPenguin321 wrote:
MisterPerson wrote:
Oranges wrote:
tacolizard wrote:selecting runtime doesn't seem to improve compile time, only round loading time
That's because maps aren't compiled in, but loaded at runtime. (Technically the miscellaneous z levels that show up are compiled in, but theyr'e irrelevant for this discussion)
I like to turn those off too for even more sanic compiling
teach me
Pretty easy, just tick only "runtimestation.dm". If you want lavaland and stuff, tick "loadallmaps.dm" along with runtimestation.

Image

Re: Can somebody please make a guide on compiling runtimesta

Posted: Wed May 17, 2017 8:22 pm
by tacolizard
that's what i normally do, but it doesn't improve compile time. I think MisterPerson was talking about something else.

Re: Can somebody please make a guide on compiling runtimesta

Posted: Wed May 17, 2017 8:38 pm
by Gun Hog
tacolizard wrote:that's what i normally do, but it doesn't improve compile time. I think MisterPerson was talking about something else.
Compile time of the dmb is not affected by maps, but after compiling the dmb, the extra maps are compiled - this is avoided if you disable them. Additionally, the game starts much, much faster if you are set to only Runtimestation.

Re: Can somebody please make a guide on compiling runtimesta

Posted: Fri May 19, 2017 12:37 am
by PKPenguin321
Gun Hog wrote:
PKPenguin321 wrote:
MisterPerson wrote:
Oranges wrote:
tacolizard wrote:selecting runtime doesn't seem to improve compile time, only round loading time
That's because maps aren't compiled in, but loaded at runtime. (Technically the miscellaneous z levels that show up are compiled in, but theyr'e irrelevant for this discussion)
I like to turn those off too for even more sanic compiling
teach me
Pretty easy, just tick only "runtimestation.dm". If you want lavaland and stuff, tick "loadallmaps.dm" along with runtimestation.

Image
ok but this doesnt really touch compile time because of dynamic building i thought

Re: Can somebody please make a guide on compiling runtimesta

Posted: Fri May 19, 2017 2:06 am
by Gun Hog
As I said before, the extra (non-station z-level) maps are compiled after the dmb. Your map selection does not affect compile time of the dmb, but if you do not load the extra z-levels, you can skip compiling them afterwards. Your total compile time will decrease because you are not compiling the extra z-levels. As I also said before, the game starts much, much faster when you are loading Runtimestation instead of a fully sized map. They have a monstrous loading time while Runetimestation takes only a few seconds.