mrimer wrote:
2.0.15 rev 13 is up, with these changes:
I've just re-imported a player export I made, and at one time checking the save game integrity [edit]of a single hold[/edit] took almost an hour, even though I think I have a rather beefy machine - the progress bar crawled across the bottom at a snail's pace. ([edit]Yeah, I re-activated integrity checking saves on import, so it probably checked everything since I had it deactivated when I rebuilt my player the last time - that's nothing I have problems with, just with the time it took for a single hold...
[/edit])
Could you perhaps add the name of the hold to the "
Checking <
so and so>
"
status messages while im-/exporting? At least then I would know what's taking so long.
(Maybe it's Bavato's Dungeon or JtRH, as the interface also pauses on those two when checking the completeness percentage in the "
Change Location"
dialog - the game just freezes for 5-10 seconds there...
)
Alternatively, could you perhaps put up the source for Rev13 so I could try finding out what's taking this long myself?
On the other hand, if you want my DAT files to try it for yourself - just give me a holler.
EDIT: It's been running for almost 3 hours now, clogging up 100% of one CPU core (yay for dual-core) and still isn't finished...
All I did was export my player (which only took a matter of minutes), then delete and redownload "
Ssslitherin Expert"
and re-import my player file to hopefully get my highscores from the beta to re-upload.
Shouldn't it simply skip checking demos that already are in the database? Also, could we perhaps have an option to not im-/export demos from other players? That'd cut down the number of demos where 99% of those were downloaded from CaravelNet anyway and thus stay more or less accessible. (Then again, what takes so long is checking the save games - those are just your own, obviously...)
And as an aside - you mentioned the game saves the database every 5 minutes; could that cause the huge pauses (somewhere from 20-60 seconds) I sometimes encounter when leaving a room without conquering it, for instance to re-enter it with my sword pointed differently?
And, while I'm at it - how about splitting the progress datafiles up on a per-hold basis for future incarnations of the engine? Much less data to operate on at the same time, and the only time you need info from more than one hold is probably the Change Location screen...
EDIT: A whopping 3:45 hours later it's finished...
And, errr... my drod2_0.dat has ballooned from 109.227kB to 182.757kB...
Don't tell me there's stuff duplicated several times in that file now...
Final (hopefully) EDIT: At least it seems as if those long pauses when changing rooms or going back to the menu or the restore screen seem to be gone now. I wonder what caused those? Maybe the game's internal tubes got clogged by my old data files?
np: Triosk - Lazyboat (The Headlight Serenade)
____________________________
"
I'm not anti-anything, I'm anti-everything, it fits better."
- Sole
R.I.P. Robert Feldhoff (1962-2009)
[Last edited by Briareos at 10-16-2006 07:56 AM]