TylerK wrote: ↑Tue Oct 24, 2017 5:30 pm
I'm on Windows 8.1 and have been using the v10.1 table fine. But your latest version,v10.5, jacks the game's RAM usage from just under 2gb to nearly 6gb for some bizarre reason when hooked and activated. Just thought you should know. I think this might be an issue with your compatibility for versions (windows store? I'm playing on Steam) so please separate these methods if possible.
Thanks for telling me! That was really bizarre, apparently the lua aobscan function does that, destroying the resulting object also didn't reduce that ram usage and I could do nothing about it. So now I changed v10.6 to the auto assembler aobscan/aobscanmodule function. I changed the standard aob too, now it just might work for everybody.
vitaeexmorte wrote: ↑Tue Oct 24, 2017 11:37 am
Let's roll a dice and see if he becomes deranged or a maniac.
I hope someone injects the event function and changes me to legendary instead :/
axowaze wrote: ↑Tue Oct 24, 2017 7:06 am
I also thinking, you might want separate the dropdown generation to different script, make it executed only for that specific parent to reduce the intial load. Maybe expose the generic function from master script using global function and call that on specific parent only. I never try it myself yet. Maybe I will after hours.
The load isn't that high really, it's 99% time for the aob, 1% for putting the strings into the dropdowns, so no need to worry about that. I also changed that part just now and the standard aob, which hopefully works for everyone gets found pretty fast. From a code point of view it would be better as you describe it, but from a debug point of view, it's better if the main script is not working instead of the uruk/item one, that way I can estimate what exactly causes the error. (Could add debug messages instead though

)