Text appears to be loaded as bytes. Loading this many files as bytes instead of text might be causing trouble. Another possibility is that using this many requests at once (we don’t limit the number of requests at one time) doesn’t work for some browsers. Perhaps it’s a combination of both.
Is there a test project (private links are okay) I could use to reproduce the problem? Local host works though, you said?
It uses text-based loading for TEXT assets, in the course of rewriting all of this, Assets.loadText was going through bytes first, which isn’t as optimal for the browser.
I made another change (as well) which may help forward more error information if an asset does not load.
If this doesn’t resolve it, the next step will be to throttle our asset loading so we limit the number of active requests at once
Okay, either this is caused by the fixes I have made in the development builds, or it’s due to a different server, but let’s assume its the development builds
Now that I know that it helps with this issue, hopefully a new release will come soon!
On your server (with your build), I can reproduce using IE, but not Firefox.
On our server, I cannot reproduce with either browser.
I’m confused as to whether this is caused by 1.) transferring too many files at once, 2.) transferring too many files (whether they occur at once or not) or 3.) something else I’m not thinking of
In the old version of Lime, the images were preloaded like this:
Now it looks like this:
Perhaps you could try removing the progress and error event listeners, or trying onload instead of a load event listener, or removing the crossOrigin value, and see if these make any difference
Is there any constant when it fails to load, whether it is an image asset, or sound, or text asset that does not load?