Problems with iOS 8.2 and silversword 2.5

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Wascalwywabbit
Posts: 75

Problems with iOS 8.2 and silversword 2.5

Post by Wascalwywabbit » Fri Mar 27, 2015 12:26 am

It's not frequent, but there is more crashing than before the app and OS updates on my ipad 2 even with lo res textures. It happen most during repeatedly grinding the same tasks with inventory management.

Also I'm into the expansion now and once I learned alchemy I could no longer view my monk unarmed combat damage? Also every class can buy theif mastery, is that supposed to be right?

Thank you.

Edit: The coastlands store also has nothing?

Edit 2: NM the first edit, I meant Flooded isles, and just read the posts on that...

User avatar
icetear
Site Admin
Posts: 1387

Re: Problems with iOS 8.2 and silversword 2.5

Post by icetear » Sun Mar 29, 2015 12:04 pm

Hi,

if you can reproduce the crashing, that would help. Finding crashing issues is very hard. What device are you using?

For the monk unarmed damage - I will look into this.
Yes, thief mastery can be purchased by everybody. Perhaps I should regulate this when it makes no sense.

The flooded island shop is the only shop that will keep your items...

kind regards
Mario
Silversword - the CRPG for iPhone+iPad now on the AppStore!
Please visit us on http://www.silversword-rpg.com
iTunes Link: http://itunes.com/apps/silversword

Wascalwywabbit
Posts: 75

Re: Problems with iOS 8.2 and silversword 2.5

Post by Wascalwywabbit » Sun Mar 29, 2015 9:15 pm

I'm on an ipad 2.

I just downloaded the new update (looks awesome btw) and I'll see it and the auto management of the parcel service helps with crashing in my case. I'm gonna start a new modern game as well as run my current game further.

Reproducing the exact circumstances has proved elusive, as I said, it's infrequent and it seems to be during repeatative grinding tasks with inventory management involved - I recall grinding in water top and coast lands with a combination of normal travel, travel services and wizard travel spells. The game's responsiveness slows down first each time. It may be an iOS bug because yours is not the only app which does it, e.g. the app store does as well after my account password is entered. My guess is its a memory issue with the bigger iOS 8.x.

Sometimes I run the game with volume off, maybe put a don't load sound files as a setting option might help if it's running out of memory - obviously this would not be a solution for your blind users... That just might be a quick way check if it's a memory load thing.

Wascalwywabbit
Posts: 75

Re: Problems with iOS 8.2 and silversword 2.5

Post by Wascalwywabbit » Sun Apr 05, 2015 9:26 pm

I'm still getting the occaisional crash while playing/grinding, and it's crashing everytime I try to look at my blocked items. It's a fresh game that I havn't modded so it's not from hex editing.

Wascalwywabbit
Posts: 75

Re: Problems with iOS 8.2 and silversword 2.5

Post by Wascalwywabbit » Sun Apr 12, 2015 11:18 pm

IOS 8.3 hasn't fixed the odd crashing, so I just make sure to save any time I get a good amount of xp, or a new item of awesome (not good for anyone with legend mode game tho, hopefully they don't have my problem)... Still crashes every time trying to look at blocked items in the bank, so I can't ever undue blocks if I were to need to...

wizardz
Posts: 363

Re: Problems with iOS 8.2 and silversword 2.5

Post by wizardz » Mon Apr 13, 2015 5:27 am

Blocked items in the bank worked for me until I blocked the sorcerers helm. After that it crashes every time, even after I unblock it, because I kept one.

Wascalwywabbit
Posts: 75

Re: Problems with iOS 8.2 and silversword 2.5

Post by Wascalwywabbit » Mon Apr 13, 2015 6:33 pm

The only things I remember blocking are torches and wineskins. I'm not carrying any of those with my current main group, maybe I need to check my other chars...

Wascalwywabbit
Posts: 75

Re: Problems with iOS 8.2 and silversword 2.5

Post by Wascalwywabbit » Tue Apr 14, 2015 11:17 pm

It definely crashes more with more loot, both for the bank and the chars. The most reproducible is the blocked item problem and if I store more than 99 of any ingredient in the bank and transfer all of it to a character it will crash trying to access the char. inventory. The more items, especially stacked, the slower it runs as well, by a lot.

I think when items are stacked they should be handled like a single item with x# rather than a separate memory store for each. Is that what you are doing? If not I think that's causing more memory use/overrun crashes.

I don't know if you make separate game executables by device or merely OS ver.? If possible a tiny or small instead of medium memory profile from compile and link time for older devices like mine might help.

Also I'd like to be able to buy items with maybe a maximum purchase button to fill out inventory, especially useful for consumables like arrows, potions, ingredients etc.

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icetear
Site Admin
Posts: 1387

Re: Problems with iOS 8.2 and silversword 2.5

Post by icetear » Mon Apr 20, 2015 1:42 pm

Dealing with games that contain a huge amount of items is a special challenge...

I will see what can be done to reduce the memory usage.

Kind regards
Mario
Silversword - the CRPG for iPhone+iPad now on the AppStore!
Please visit us on http://www.silversword-rpg.com
iTunes Link: http://itunes.com/apps/silversword

Wascalwywabbit
Posts: 75

Re: Problems with iOS 8.2 and silversword 2.5

Post by Wascalwywabbit » Fri Apr 24, 2015 11:12 pm

The sorting by category helps some with the bank crashing, but the "unknown" category still crashes most, so it could use more categorical division for some items in there, like ingredients, food and mushrooms, runes, gems and stones, keys etc. Any of those category adds would reduce the 'unknowns' footprint and reduce some crashing for me, and make it a bit easier to find things in my 1,000 item max bank vault...

If items take 100 bytes per item (data, not including coding overhead), then 1,005 (vault max plus ingreds.) +25 * 20 (max # of chars. * their Inv. + ingreds.) *100 = ~150KB - not that much data... Maybe the crashing is when item #s overrun one byte values of 255? Maybe make stackables long ints. by default, so no need to size adjust byte values to 16bit...? Or maybe you do store stackables as separate data rather than a single item with with one *number of reference?

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