Instalează Steam
conectare
|
limbă
简体中文 (chineză simplificată)
繁體中文 (chineză tradițională)
日本語 (japoneză)
한국어 (coreeană)
ไทย (thailandeză)
български (bulgară)
Čeština (cehă)
Dansk (daneză)
Deutsch (germană)
English (engleză)
Español - España (spaniolă - Spania)
Español - Latinoamérica (spaniolă - America Latină)
Ελληνικά (greacă)
Français (franceză)
Italiano (italiană)
Bahasa Indonesia (indoneziană)
Magyar (maghiară)
Nederlands (neerlandeză)
Norsk (norvegiană)
Polski (poloneză)
Português (portugheză - Portugalia)
Português - Brasil (portugheză - Brazilia)
Русский (rusă)
Suomi (finlandeză)
Svenska (suedeză)
Türkçe (turcă)
Tiếng Việt (vietnameză)
Українська (ucraineană)
Raportează o problemă de traducere
Aurora Dusk - Steam Age\steamAge\characters\monsters
and edit monsters.js with a text editor like notepad. Then look for eviltree and mushroomguy monsters listed there and remove the drop resources line under "death." make sure to get the comma after the death effect line or the game won't boot.
I tried testing it on the defend the walls mission on demigod. It drastically improved things. I made it until there were only 6000 enemies left in one sitting before it started getting weird and crashed. I think you're right, the fact that the townsfolk continue to run off, die and drop stuff is also contributing to it.
EDIT: Actually it won't mitigate since its a memory leak and items are continuing to "take up memory" when they are existing, wether in a character's inventory, a drop, or in a container. I say just have a cap on inventory space (done) and characters delete their inventory on death but not their currently equipped gear.
Here was my process empty world max starting resources. Used auto clicker till my mushrooms were gone. Created lab and 99 strong mana potions. Used auto clicker till I got down to 85 mana potions.
With the original resource file, the game used was 520 mb
With the code I listed above the game used 480 mb
I then deleted the code for FR and JP languages, then the game used 400 mb.
When I found the "rabbit leak" I was at 1000mb+ and it didn't stop climbing and seemed to accelerate as time went on. so I think you all were on the right path if we can keep the memory below a certain point the leak will disappear. I might have to see if there is a tool out there that records memory usage on processes. Then see if removing my other languages, I don't use would have an impact.
I haven't had much time for testing lately but was able to accomplish some things. I can use performance monitor to some degree to keep records of memory usage. The charts aren't the best but it is at least something to work with.
Also I was able to decompile the game files with JPEXS, however other then the coding syntax it is written in another language(I am thinking German or French?) This will make it very difficult for me to do much of anything because I won't know what variables are specifically for. I will only be able to see how they are used.
Not promising the world but I am interested in seeing what a little tweaking to this game could do. This game is very close and in someways better then the game I wanted to make. So I will try and see what comes about. Should this not work I'll probably delete what I have posted, hide under a rock, and pretend I never posted.
Side note anyone know how to use ChatGPT? Maybe have it take a crack at fixing the memory leak in the program.