This is not the case under Linux, so the process of installation is reduced only to '*.desktop' links creation. Later under Windows a game needed to write some nefarious information (like activation time for shareware games) and user preferences into the Registry. And besides, the process known as installation stems from the dreaded MS DOS where a game needed to determine hardware and system environment (disk paths, IRQs etc.) before it could be run. RPM are completely irrelevant (it is not that the game resolves some dependancies).Ĥ) one does not need to install a game: it is an entertainment application for a short time only, not a system-wide utility for mundane use. ![]() It is tolerable for portable apps but for desktop it has absolutely no excuses Ĥ) one does not need to install a game: it is an entertainment application for a short time only, not a system-wide utility for mundane use. I have to delete those *.so libraries to force the game to work with system ones instead (this is particulary true for libSDL2.so and its 'family') ģ) as was mentioned before, unpacking everytime you want to use an app has a big impact on launch time. basically do anything with game resources Ģ) sometimes libraries provided with a package simply refuse to work (I'm on Fedora). I'd suggest that when creating an animation that you note the amount of memory used by krita and try not to go too close to the upper limit that has been configured for it.Ī developer may be aware of any additional limitations for animations.King_mosiah: This is a terrible idea, IMO.ġ) with bundled this way packages it is impossible to use mods or fan translations or. If you have enough spare memory, you could try to increase this. On Settings -> Configure Krita -> Performance - General tab, you can adjust the amount of memory available to krita, out of your computer's total memory. ![]() When you had to split the animation, can you remember the file sizes involved (probably not very important) and the amount of PC memory used in krita? The amount of memory used is shown on the bottom of the krita window. I don't know if krita has a hard internal limit of the number of frames you can have but I suspect that in the past you've hit the intermal memory limit rather than a frame limit. If your animation has two active layers, this will use twice as much memory storage space and about twice as much file storage (depending on content/complexity). kra file is stored with data compression of each layer (and each frame of an animated layer) and so is much smaller than the amount of memory it uses when loaded.Īlso, the content and complexity of the content of a layer/frame will affect how much the data can be compressed before it is stored in the. ![]() ![]() The more important consideration is the amount of PC memory that the animation occupies when loaded into krita.
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