I expect that once the 6.0 release comes early next year, it will be quite a bit more performant.
![pcgen horror adventures pcgen horror adventures](https://i.pinimg.com/originals/c0/6b/75/c06b758429070ab5613c4bba1a4dbbdb.jpg)
Pcgen horror adventures code#
The primary architect has already quite a lot of code work which was originally slated for 6.0 and backported what can be done without causing huge problems. However, with the release of 4E and work on supporting Pathfinder, this was put on hold to allow code to be input that would allow support for these two game systems. The idea was to do about a half rewrite for the 6.0 release, and that was scheduled for after 5.14 was released in April (or May). The unfortunatly fact is that many people have put in many bits of code over the years without a lot of though about how all the other bits of code would need to interact and thus the code has grown organically. They need to do a lot of code clean up and I would love to see their next version focus on completely refactoring the code to make it much more efficient, rather than adding any new features (as it's pretty feature complete at this point). I've used PCGen for a long time now, and it keeps getting slower. Yes they keep adding new and cool features, but seriously? I don't really like the fact that it is MUCH slower than it used to be. Seriously.EACH build of PCGen gets slower by about 2%, and that's no joke. Solution: ditch PCGen and it's buggy slowness? I recently tried giving PCGen more memory to work with (-Xms256m -Xmx512m).
![pcgen horror adventures pcgen horror adventures](https://www.planetzone.nl/wp-content/uploads/nightmarehorrorgame.jpg)
Right now I'm using 1.3.b35 and the latest of PCGen (5141). Any ideas on how I can fix this? I'd really appreciate the help. And now it won't run if MapTool is up (and vice versa). Vorshlumpf wrote:I have found PCGen to be generally slow for me, despite my specs.