Long startup time with nothing in window
by Phil Carlisle · in Torque Game Engine Advanced · 09/27/2005 (11:15 am) · 4 replies
Hi Guys,
I was just wondering if it was me or there was something a bit funky about TSE right now..
When Air Ace starts, it loads the main menu (duh), but before that, there is a VERY long wait during which nothing seems to render inside the main window...
Is that something everyone has been seeing?
Or did I setup something a bit wrong :)
I was just wondering if it was me or there was something a bit funky about TSE right now..
When Air Ace starts, it loads the main menu (duh), but before that, there is a VERY long wait during which nothing seems to render inside the main window...
Is that something everyone has been seeing?
Or did I setup something a bit wrong :)
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#2
09/27/2005 (11:40 am)
Not seeing it here Phil.
#3
I'm sure Brian will move this back into the mission load soon enough. I suppose the loading of material.cs should be handled by having an initial pass thru the objects in the mission file, loading material.cs files for each path referenced.
09/27/2005 (4:44 pm)
@Phil - This is because of the changes to material loading in the latest HEAD. At startup TSE searches for all the material.cs files across all mod folders. The search isn't as bad as is the time to load every material in your game. On the flip side the loading of the mission should be faster.I'm sure Brian will move this back into the mission load soon enough. I suppose the loading of material.cs should be handled by having an initial pass thru the objects in the mission file, loading material.cs files for each path referenced.
#4
09/29/2005 (8:50 am)
We've noticed this as well for quite a while (im glad to see its not just our build). I put debug printfs in fileio, and it seems there is alot being loaded before the main menu comes up not just materials. From what im seeing here it is loading pretty much all resources, (dts, dif etc) before the main menu comes up. of course, if this is not what you are seeing , it could be our scripts tree.
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