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Re: Test Track Crashes/Exceptions

PostPosted: Wed Jan 06, 2016 10:50 pm
by BurningBridges
Though I must add while this may be able to deflect the criticism of the constant LUA errors, it does not about the UI. The frustration of simply making car models is universal. It is also recommended that for their next game the developers study the concept of "lazy loading". I have made treeviews with 10,000s of nodes which run flawless while this game slogs down from the very first node, because the complete game is simulated in the background whenever you activate a node. That results in a experience of a game locking up for seconds, playing sound files and crashing merrily while all you do is move a node from a to b. Very bad design.

Re: Test Track Crashes/Exceptions

PostPosted: Thu Jan 07, 2016 9:11 am
by Killrob
BurningBridges wrote:Though I must add while this may be able to deflect the criticism of the constant LUA errors, it does not about the UI. The frustration of simply making car models is universal. It is also recommended that for their next game the developers study the concept of "lazy loading". I have made treeviews with 10,000s of nodes which run flawless while this game slogs down from the very first node, because the complete game is simulated in the background whenever you activate a node. That results in a experience of a game locking up for seconds, playing sound files and crashing merrily while all you do is move a node from a to b. Very bad design.

That is the case with XP only because the XP version of the game doesn't do multithreading and thus cannot keep one "channel" free for UI interactions and sounds.

Re: Test Track Crashes/Exceptions

PostPosted: Fri Jan 08, 2016 3:43 am
by BurningBridges
Ok, that sounds logical. I will keep the issue closed until I see the game under Windows 7.