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What's up with all those GameCache hatred?

07-29-2006, 04:57 PM#1
Sharingan
Well, I keep seeing all those threads which simply say nothing but how slow gamecache is...
GameCache is flexible, but I just came to think that some of the gamecache data I used only happen to be used once(In one trigger).
So in this case, is GameCache better than a comparision chain of 30+ "if-elses"?
07-29-2006, 05:10 PM#2
Rising_Dusk
I dont think anyone hates it.
Some people (Including myself so Im not being hypocritical) just blame it when things go wrong because we can't find anything else wrong in our code. :P

Notably, a lot of us are thoroughly convinced there's some sort of bug in it, but then the rest of the community beats us over the skulls with baseball bats because we don't have explicit proof of it.
I've given up caring either way, since quite frankly i can just recode my stuff and save myself the trouble altogether. ^_^

It's an interesting situation.
Notably, I still use it, and probably always will.
Also, was it really necessary to make another thread for this? We do have like 6 others.
07-29-2006, 05:55 PM#3
Linera
Well if there is a actually bug in it then why don't we find out what causes the bug so we can avoid it.
Then again it is possible that it just depends on the code where it may look correct to us when it tech is wrong.
07-29-2006, 07:29 PM#4
darkwulfv
Linera, you don't pay much attention, do you. Look at the most recent threads in this topic. Half of them are about the gamechache bug, and Vex even set up a reward thread for anyone who can isolate it. As of now it has 120 posts in it. People HAVE been trying to fix this bug. Pay more attention.
07-29-2006, 07:34 PM#5
Linera
Quote:
Originally Posted by darkwulfv
Linera, you don't pay much attention, do you. Look at the most recent threads in this topic. Half of them are about the gamechache bug, and Vex even set up a reward thread for anyone who can isolate it. As of now it has 120 posts in it. People HAVE been trying to fix this bug. Pay more attention.
I'm really busy with trying to get my quest system working right(because no one will help me) that I don't have time to read much on the forums. I pop in to check on my topics right now and thats pretty much it.

Sorry...
07-29-2006, 07:52 PM#6
Captain Griffen
Quote:
Originally Posted by darkwulfv
Linera, you don't pay much attention, do you. Look at the most recent threads in this topic. Half of them are about the gamechache bug, and Vex even set up a reward thread for anyone who can isolate it. As of now it has 120 posts in it. People HAVE been trying to fix this bug. Pay more attention.

Darkwulfv, not only are you being rude. you're also wrong.

People are currently trying to:

a) Find out IF it exists.
b) Find out WHAT it is exactly.
c) Find out what CAUSES it.

Until then, they cannot try to fix it.
07-29-2006, 07:56 PM#7
Linera
Quote:
Originally Posted by Captain Griffen
Darkwulfv, not only are you being rude.
Thank you for sticking up for me.
It was rude.
07-29-2006, 07:57 PM#8
darkwulfv
Sorry not in a good mood today... Didn't mean to be rude to you.
07-29-2006, 09:59 PM#9
vile
Hey guys, after a week of optimization, I finally released my map without the gamecache triggers, using only globals. GC is used only to destroy triggeractions. The results: No weird timer delays, no weird projectiles leaking, and no weird crashes. Tested on a 6v6 game, for over 2 hours.

I agree 100% with Rising_Dusk, you guys can claim whatever you want about GameCache, until it starts happening to you. I strongly recommend anyone out there with big maps to avoid using gamecache. I even cut down the code by almost 10kb (not that much but its ALOT for coding) when I used globals. Remember; there is nothing you cant do with gamecache that you cant do with globals.
07-29-2006, 10:00 PM#10
Sharingan
...
I am not even talking about a "possible" bug, but rather about the speed....
Is using 30 "If -elses" any faster than gamecache?
Also, I don't think I can do without gamecache...
I wouldn't know how to replace that with "globals"...
07-29-2006, 10:19 PM#11
Captain Griffen
Quote:
Originally Posted by vile
Hey guys, after a week of optimization, I finally released my map without the gamecache triggers, using only globals. GC is used only to destroy triggeractions. The results: No weird timer delays, no weird projectiles leaking, and no weird crashes. Tested on a 6v6 game, for over 2 hours.

I agree 100% with Rising_Dusk, you guys can claim whatever you want about GameCache, until it starts happening to you. I strongly recommend anyone out there with big maps to avoid using gamecache. I even cut down the code by almost 10kb (not that much but its ALOT for coding) when I used globals. Remember; there is nothing you cant do with gamecache that you cant do with globals.

Vile, stop claiming game cache is buggy, because I have already shown that you use game cache incorrectly, causing your own bugs. Telling people that game cache is buggy based upon your own buggy triggers is a disgraceful thing to do, as it merely spreads more incorrect information.
07-29-2006, 10:21 PM#12
emjlr3
it is buggy....
07-29-2006, 10:25 PM#13
vile
LOL
I think you take warcraft scripting a bit too seriously dont you think?
Disgracing..
Jesus christ. Get a grip. I'm just saying facts here based on my experience. Go make a map, then claim its not buggy.
07-29-2006, 10:40 PM#14
Alevice
Vile, while I won't discard the slight possibility of a starnge gamecache bug (there is a chance I encountered, although that is another story), Griffen pointed out the flaws in your code that caused such behaviour you assumed it was the gc bug, which turned out to be your faul, not GC's.

Stop just ignoring the actual facts pointed at you.



*goes back to get that $$60,000,000,000 bounty*
07-29-2006, 10:47 PM#15
Mezzer
As things stand, two things may be the source of said bug:
1) the return bug not working right
2) handle id collisions with timers (WC3 recycling?)

And nothing conclusive regarding either