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QuArK and slowness
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Topic: QuArK and slowness (Read 239 times)
NineteenHundred
Full Member
Posts: 61
QuArK and slowness
«
on:
March 09, 2012, 09:31:20 PM »
Whenever I select or stretch brushes in Quark, it takes around 2 seconds for it to register in QuArK and make the change. I use a high-end system and do editing in software mode rather than GL, but in either solid or wireframe it has this delay when modifying brushes. This usually happens later on in making the maps.
I guess it could be a Python limitation, but is there a way to boost the performance?
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cdunde
Global Moderator
Hero Member
Posts: 651
Keep your QuArK knife sharp!
Re: QuArK and slowness
«
Reply #1 on:
March 10, 2012, 02:14:35 AM »
Unfortunately no.
It's not due to a Python limitation...
it's due to using Python period.
As your map gets more and more polys that happens
because it's the Python code that is doing the dragging and drag handles work...
iterating over various lists that also get bigger as more polys and view handles are added.
Sorry, I don't like it either but we're stuck with it.
The only solution would be to do a complete rewrite of QuArK and all of its Python code strictly in C++...
using NO Python or any other language....which would take a team of 20 or so ....OOOoooooHHHhhhh about FIVE years I would say.
(I sould live so long !)
cdunde
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NineteenHundred
Full Member
Posts: 61
Re: QuArK and slowness
«
Reply #2 on:
March 10, 2012, 02:30:19 AM »
Oh well, it's no problem.
I'll still stick with QuArK for Q2 for it's more friendly interface. (NetRadiant feels half-dedicated tbh, and has bugs with surfaceparms for some reason) And hey, if Andrea Rosa, the creator of Citadel, used QuArK, I can too.
-
http://planetquake.gamespy.com/View.php?view=Quake2.Detail&id=1281
«
Last Edit: March 10, 2012, 02:32:08 AM by NineteenHundred
»
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