Scriptsize: Difference between revisions
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Based on me and TX's testing of it on NR. Sorry if the format's very unprofessional right now. I just wanted to get the info about it up on here while I remembered to. :P |
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'''scriptsize''' allows the user to | '''scriptsize''' <integer> | ||
scriptize allows the user to enforce a solid buffer limit for complied code size without any progressive buffer increases up to that point that normally occur during start up. | |||
Example of normal buffer setup would be from 16384 to 32768 to 65536 [and doubles for each normal increase to buffer size]. | Example of normal buffer setup would be from 16384 to 32768 to 65536 [and doubles for each normal increase to buffer size]. | ||
Using "scriptsize #" can bypass this if you're having problems in-game that you suspect are linked to the normal method of code-buffer increases. | Using "scriptsize #" can bypass this if you're having problems in-game that you suspect are linked to the normal method of code-buffer increases. | ||
[[Category:EDuke32 specific commands]] |
Revision as of 04:36, 22 May 2009
scriptsize <integer>
scriptize allows the user to enforce a solid buffer limit for complied code size without any progressive buffer increases up to that point that normally occur during start up.
Example of normal buffer setup would be from 16384 to 32768 to 65536 [and doubles for each normal increase to buffer size].
Using "scriptsize #" can bypass this if you're having problems in-game that you suspect are linked to the normal method of code-buffer increases.