program gets slower the more rooms and exits I add

I'm new to this program I've been working on my game just as a hobby I've dropped and continued working on the game from time to time and now that I have plenty of time I wanted to work fully on the map and then worry about everything else but while creating the map I had this issue

So I have over 300 rooms each with 5 or 8 exits and as I was adding rooms and exits Quest went from taking 5s to 15s to 30s and now 45s or 60s to do these tasks.
No other process in the computer seems to be getting in the way.
The CPU usage goes up to 30% whenever I'm doing either of these proceses and no other unit (Memory, Disc, etc.) goes up. I wonder if there is a way to enable the program to use all the CPU if necessary.
The computer and drivers are fully updated except for the graphic card which fails with the last driver.

My computer is not the most impressive piece of technology but it fares well at least that's what I think
Operating System: Windows 8.1 64-bit
Processor: AMD A8-6410 APU with AMD Radeon R5 Graphics (4 CPUs), ~2.0GHz
Memory: 4096MB RAM

GPU: (I don't know if it has anything to do with my problem but here it is anyway)
Card name: AMD Radeon(TM) R5 Graphics
Display Memory: 4072 MB
Dedicated Memory: 2536 MB
Shared Memory: 1536 MB

I want to know if there is any way to get quest to work faster or if the devs are working on this issue or if I just need a beefier computer for what I'm doing

Also if anyone has a handy way of generating large maps I'd appreciate to know


Are you test playing online or downloaded? I’m guessing online, right? If so, try downloading and see if that helps.

Good luck.


Are you making the rooms/objects by hand or by computer generation?

There always seems to be a problem with computer generation. Quest just is not built to process large amounts of data in a small amount of time.

All three of my games have 300+ rooms. However all of them are handmade. I do all my work online. I only work in 30 minute sessions, any more and I need to close out the box/window and take a break. I could just open the program right there and work again. But, I prefer to take 2 minute breaks.


I forgot to add I'm working offline and yes I use the program to generate the rooms and exits. I can't wrap my head around the code to create the rooms and exits I don't think I'd work faster that way.

Edit: and the game runs fine when I test it the problem is while editing


(filler for getting my edited post, updated/posted)
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the good thing is that you said quest runs fine when playing the game, but working in the GUI/Editor with quest is where/when the lag occurs

this (efficiency/speed/performance) is an issue with programming, and not something that can be easily fixed, except by really good programmers, who know quest and the computer system (the more processes/operations done at low language level, the less over-head and best-efficient parts of coding, and etc stuff, the more fast/efficient/better-performing it is), very well.

I believe KV/RH tested it by having quest (by/via scripting) generate like 1000 (or whatever) the rooms, that quest became unable to play a game. I don't know enough of programming though, need to ask someone who is expert or professional to get into what could be the issues of its performance


anyways, since the issue is just when using the GUI/Editor... you can learn to do the same via directly in code, and it's not "too" hard to do...

here's an example...

to get at your ENTIRE GAME CODE (your game):

simply right click on your 'NAME_OF_GAME_FILE.aslx' file itself, and choose to 'open' it, using some text editor software (notepad, wordpad, Apple: text editor, notepad++, etc)

I highly recommend you download this advanced/powerful and FREE text editor software and use it (instead of the basic default notepad, wordpad, Apple: text editor, etc that comes with computers):

notepad++ ( https://notepad-plus-plus.org )

and once you got it downloaded, installed, and opened/started up (opening up your 'NAME_OF_GAME_FILE.aslx' quest game file with notepad++), at the top, in the menu bar, under 'languages', select the 'xml' language, as this pretty much matches up with quest's own 'aslx/asl' language, for the color coding to work for you when reading, writing, editing, and/or trouble-shooting the game code

(you'll have to look up or ask us on how to do all the stuff you do via the GUI/Editor, but that's not too big of a deal, you'll learn it quickly or can get the info/code for doing it quickly)

(and we can help with any scripting you may need to do/use as well for your game)

<asl version="550">

  <include ref="English.aslx" />
  <include ref="Core.aslx" />

  <game name="NAME_OF_GAME">

    <!-- various built-in (and/or your own custom) Attributes -->

  </game>

  <object name="room">

    <inherit name="editor_room" />

  </object>

  <object name="player">

    <inherit name="editor_object" />
    <inherit name="editor_player" />

    <attr name="parent" type="object">room</attr>

  </object>

  <object name="EXAMPLE_OBJECT_1">

    <inherit name="EXAMPLE_TYPE_1" />

    <attr name="EXAMPLE_STRING_ATTRIBUTE" type="string">TEXT_EXAMPLE</attr>

    <attr name="EXAMPLE_BOOLEAN_ATTRIBUTE" type="boolean">false</attr>

    <attr name="EXAMPLE_INTEGER_ATTRIBUTE" type="boolean">0</attr>

    <attr name="EXAMPLE_DOUBLE_ATTRIBUTE" type="boolean">0.0</attr>

    <attr name="EXAMPLE_OBJECT_ATTRIBUTE" type="boolean">room</attr>

    <attr name="EXAMPLE_SCRIPT_ATTRIBUTE" type="boolean">

      // scripting

    </attr>

    <EXAMPLE_STRINGLIST_ATTRIBUTE type="stringlist">

      <value>EXAMPLE_1</value>
      <value>EXAMPLE_2</value>
      <value>EXAMPLE_3</value>

    </EXAMPLE_STRINGLIST_ATTRIBUTE>

    <EXAMPLE_STRINGDICTIONARY_ATTRIBUTE type="stringdictionary">

      <item>

        <key>EXAMPLE_1A</key>
        <value>EXAMPLE_1B</value>

      </item>

      <item>

        <key>EXAMPLE_2A</key>
        <value>EXAMPLE_2B</value>

      </item>

      <item>

        <key>EXAMPLE_3A</key>
        <value>EXAMPLE_3B</value>

      </item>

    </EXAMPLE_STRINGDICTIONARY_ATTRIBUTE>

  </object>

  <object name="EXAMPLE_OBJECT_2">

    <!-- other (nested/contained-within/inside/sub) objects and/or various built-in (and/or your own custom) Attributes -->

  </object>

  <type name="EXAMPLE_TYPE_1">

    <!-- various built-in (and/or your own custom) Attributes -->

  </type>

</asl>

P.S.

it's not a (your own) computer issue, as only really big/powerful 3d-games and/or other 3d-modeling softwares, need powerful/expensive computers/parts (expensive/powerful CPUs, lots of memory / "memory sticks parts", and powerful/expensive GPUs), nowadays

as the OS (operating system: windows 7, 8, 10, Apple: WHATEVER_NAME, etc) is like AT LEAST 50,000 lines of code, which is way more than any software you're using, lol, and again the only runner-up are powerful 3d-games and/or other 3d-modeling softwares, so your computer is not the problem of why quest is performing badly/slowly

the speed/performance/lag/etc is an issue with quest and its programming eifficiency and its use of the computer's resources


Quest is saving the entire game to memory in a different place each time you make a change. The bigger the game, the more lag you'll experience. The same goes for changes. When editing big games, I try to remember to close Quest every 20 minutes or so and reopen it. (That clears out the memory.)


Thanks for all the Info I'll try coding and see what happens


Also if anyone has a handy way of generating large maps I'd appreciate to know

You could look at Trizbort:
https://blog.textadventures.co.uk/2018/03/06/creating-with-trizbort-and-quest/


thank you very much :3


The Quest tutorials are here, if you need them. http://docs.textadventures.co.uk/quest/tutorial/

Making rooms and exits are here, if you need it.
http://docs.textadventures.co.uk/quest/tutorial/creating_a_simple_game.html


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