hey! didn't help :[
Viewing post in YaruFPS Basic FPS Engine comments
What exactly does the updated code look like? Are you using draw_flush or d3d_set_identity?
I find it a bit weird that it still tries to allocate a giant buffer of 1/6th of everything else it's rendering when it's totally fine with thousands of smaller ones, are you sure you didn't miss adding the safety code anywhere?
Perhaps it was an error on my side; then I need your help with the code.
I've added this line in the beginning of draw event in every wall or block:
triangles_break_batch((image_xscale + image_yscale + image_xscale*image_yscale)*2)
And this line in the beginning of draw event in every floor and ramp:
triangles_break_batch(image_xscale*image_yscale*2)
Then, I've created a script (still uisng gms 1.4) named "triangles_break_batch" containing this code:
global.triangles_so_far += 2*argument0 if(global.triangles_so_far >= 1000) { global.triangles_so_far -= 1000 d3d_transform_set_identity(); }
Finally, I've added this to the create event of CONTROL object:
global.triangles_so_far = 0
I would recommend looking into it if it's an option, GMS1 hasn't had official support in years and it's only a matter of time before its old graphics APIs will stop working entirely... :(
Currently the free license lets you export games to desktop platforms if the game's not sold, so there's basically nothing to lose just trying it out. (And I'd recommend getting GMS2 from the official download page since it's literally free)