Full notes
Full Tactical Nexus update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Performance
- UI and audio
- Gameplay
Tactical Nexus changes
Starting with recent versions, there appears to be a phenomenon occurring in some environments where enemy image data occasionally fails to display—and, strangely enough, this issue is sometimes resolved by restarting the game.
Normally, this kind of issue is caused by insufficient hardware specifications, such as the GPU or memory, but it seems the same problem occurs even on systems equipped with the RTX 3080—a GPU that is far more than sufficient for playing this game.
(I initially thought the Steam overlay might be the cause, but that doesn’t seem to be the case.)
One possible cause is memory shortage due to the 32-bit program. We are currently focusing our efforts on addressing this issue, but there is no guarantee it will be fixed (the success rate is probably around 50%).
TacticalNexus was developed using a programming language designed for much older systems, so the program is a 32-bit application. Due to the limitations of the programming language, this program can only use up to 1.3 GB of memory at a time.
On the other hand, due to handling data such as Extended Screen and loading graphic data, TacticalNexus is already constantly using around 700 MB to 1,100 MB of memory. It’s possible that the increased amount of data being handled is causing the graphic data to disappear intermittently.
When a reproducible bug occurs, I understand that it’s due to my own lack of skill, but I’d really like the program to refrain from destroy both players and developers brain with these baffling phenomena that are sometimes reproducible and sometimes not.
I know I shouldn’t say this as a mere living being, but I really wish the program would stop doing this.
To address this, there is a feature called “LargeAddressAware(LAA),” which, when enabled, allows the available memory to be expanded from 1.3 GB to 3.3 GB.
Since this is already working in the test environment, I plan to release an update with this feature at a later date on an experimental basis.
However, implementing this requires “modifying the binary,” and even setting up the test environment was quite a hassle. Also, if my memory serves me correctly, I’ve been working on this game’s development for about 45 consecutive days now, and honestly, the urge to take a day off and play a different game is really starting to surface, so I’d like to proceed with the implementation while taking reasonable breaks.
(The order of implementation will be: LAA implementation → Eternal Bottle implementation → implementation of the remaining Legacy features → update to the Unique Enemy Route.)
As for LAA, I’m not sure if enabling it will actually fix the issue, but since I thought this would be necessary at some point, I’m going to give it a try.
We apologize for the inconvenience, but since there are a few players in the community experiencing the same issue, a pro-wrestling ring has been set up between the affected players and me—who’s also dealing with the inconvenience due to working overtime.
Over the next few days, we plan to conduct testing while engaging in a “mutual inconvenience battle.” We apologize in advance if the issue isn’t resolved.
(If it does get fixed, I’ll post an update; if not, I plan to continue as is for now.)
Source
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