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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Ocho Geek
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Posted: 20th Jul 2010 17:25
Quote: "Particle System - COMPLETED (v1.17)"


Uhh, Care to explain?

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DarkJames
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Posted: 20th Jul 2010 18:09
I hope 26th comes soon, i really want update6, what is waiting for us ???

-James
For Keith
Conjured Entertainment
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Posted: 20th Jul 2010 18:49 Edited at: 20th Jul 2010 19:34
Quote: "So how many betas are they going to be?"

As many as it takes, right?

Quote: "Uhh, Care to explain?"

A demo/mention of that is in one of Lee's video.

And, for those of you like me who missed it when Lee was saying what is inside v117, here is skinny on that...



The list is amazing, and really makes me appreciate all of Lee's hard work on this version, and everyone else who has had a hand in it.

Thanks again guys

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TerrorNation
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Posted: 20th Jul 2010 19:58
Is it too late to suggest improvements?

Well anyway, I'll say here that I'd love to see Project Blue's variable system integrated into v1.17, as I could use it in my game as I prefer v1.17 shader system over PB's as my PC is too low-end to handle those from Project Blue
Nilloc
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Posted: 20th Jul 2010 20:25
I say not to have any more things put into fpsc 117 its just going to hold back the release date.

Nbt
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Posted: 20th Jul 2010 20:31
I (this is me personally) would prefer a late release with a full stable final build, than an earlier release with unsolved niggles.

I'm a great believer in "good things come to those who wait"

For me (this is still me personally) v1.16 has always felt like it needed a bit longer beta testing.

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TerrorNation
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Posted: 20th Jul 2010 20:38
@Nilloc

But I don't want to have to wait for ages just to get a variable system...

I wouldn't have thought you would be rushing for a possible unstable release either; I am with Nbt.
Nilloc
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Posted: 20th Jul 2010 20:48
Im rushing it cause I want X9 I have X10 so I get it free!!!!!!!!!!!!!!!!!!!!!!!! but ill be patint or try to

RXcdeath
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Posted: 20th Jul 2010 21:09
im getting really mad...everyone says put postprosccesing to 0 to turn off bloom but for some reason even with it off i put 1 light in a room and the hole room is so bright you cant see anything!!!! how do i turn all of these new effects off
TerrorNation
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Posted: 20th Jul 2010 21:20
@RXcdeath

Sometimes it reverts back when you close the setup file. Change postprocessing = x to 0 and leave the file open. Test game and see the results.

PS Also, if you have bloom, and the room is too bright, use the '<' and '>' keys to increase or decrease the ambience so you can lower it to enable better visibility.
Zay
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Posted: 20th Jul 2010 22:05
If Lee is still open for suggestions,here's my two cents.
I would love to that when you shoot a wall the dust particle/sprite turns horizontal,and if you shoot the ceiling reversed vertical (example.: Call Of Duty,Combat Arms,any other FPS game )

Contact me in Skype,name- nejcplan
Conjured Entertainment
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Posted: 21st Jul 2010 00:06 Edited at: 21st Jul 2010 00:07
Quote: "im getting really mad...everyone says put postprosccesing to 0 to turn off bloom but for some reason even with it off i put 1 light in a room and the hole room is so bright you cant see anything!!!! how do i turn all of these new effects off "

There is the setup.ini AND the buildsetup.ini
Change that postprocessing to =0 in BOTH of them when the editor is NOT running, and you should be okay.

I have been playing with enemies vs allies ragdoll stuff.... (see attached video)

And as you can see, it works rather well in my test.
The guys shoot and melee each other even looking up or down to the nearest one when the ones on their level are dead.
The heads flop back on the steps, while the arms hang bent off the edge, and even one guys pants got caught on the rail.
He dangled there until a coward running around knocked him off.
As you can see, I pushed some of my bars up which pushed my fps rate down, but this is awesome nonetheless because I will never have an open map with that many entities fighting at once anyway.
Nice to see it in action though.

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DennisW
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Posted: 21st Jul 2010 00:19
I am using V117 beta 5. When in edit mode and I press the " \ " key it says preparing preview then locks up every time Please see attachment

Dennis W

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The Chicken was involved the Pig was Committed

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Nbt
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Posted: 21st Jul 2010 00:31
@ CE

Damn! that is a lot of characters and the FPS was not so bad to become unplayable either, very cool.

bond1
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Posted: 21st Jul 2010 00:35 Edited at: 21st Jul 2010 00:45
Finally been able to try out the beta.

I can build a small room just fine, but when I try and load my "showcase" level included with The Metro Theater, it locks up when it gets to "generating obstacles".

Has anyone who owns the Metro Theater model pack been able to build the level successfully? It's a fairly largish level with a lot of stuff going on so I figure it's a good benchmark to test with the BETA. But so far, no-go on my end.

EDIT: Never mind, it just took a VERY long time to get past the "generating obstacles" part of the build process. Kind of a bummer that it would this long - hopefully this can be sped up a bit because it really kills the iterative level design process if you have to wait this long when testing a game each time! Especially once your level gets larger than a few small rooms...

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Conjured Entertainment
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Posted: 21st Jul 2010 00:39 Edited at: 21st Jul 2010 01:15
Quote: "Has anyone who owns the Metro Theater model pack been able to build the level successfully? "

I haven't tried it with this yet Bond, but I will if it will help you out.

I just noticed from the main-weapon.fpi that we now have those etimers, so now I have to figure that out since I've never used them before.
Cool not to have to do a work around for multiple timers, even though I thought my old work around was cool. (it useless now )

I'll test that Metro level now Bond and let you know what happens on my end.

Edit
Yup, I got hung at 'Generating Obstacles' too.

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4125
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Posted: 21st Jul 2010 00:54
Quote: "Never mind, it just took a VERY long time to get past the "generating obstacles" part of the build process."


I thought i was the only one. It takes forever...and sometimes I wait for about 15-25 minutes and then i hit the 1.85GB memory limit.

i think its best for them to release the new update in small beta packages so lee could know what features are working and what are giving problems. with the number of fixes and features there is for this update. I would hate to see it released and people starts to report numerous bugs and errors and there so much stuff added. that it would be difficult to help fix the problem. Thats my opinion anyways.

Computer Specs: Intel Core 2 Duo E7400 2.80GHz @ 1066Mhz FSB 3MB Cache, Dual Channel 8192MB DDR2 PC6400 800MHz RAM, XFX Nvidia Geforce 9800 GTX+ 512MB, XFX 780i SLI Motherboard
RXcdeath
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Posted: 21st Jul 2010 01:11 Edited at: 21st Jul 2010 01:13
ok i changed postprosscesing and new blossom shaders to 0 on both setup and buildsetup but im still getting bloom! i even kept them both open while testing. thanks by the way terrornation for the advice about ambience. i still want to improve my framerate so what can i turn off to make it at least 35 without any enititys
Conjured Entertainment
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Posted: 21st Jul 2010 01:19 Edited at: 21st Jul 2010 01:26
Quote: "i even kept them both open while testing."

That may be the problem.
It turns off for mr fine, so try this...

1) Close all files and the editor

2) Edit the setup.ini and buildsetup.ini, setting the postprocessing to 0

3) Save those changes and close the files

4) Open the editor

Edit
First hang was at 896mb second one was at 901, hmmm

I'll play around with it and see if I can figure out what is causing the halt.

Quote: "EDIT: Never mind, it just took a VERY long time to get past the "generating obstacles" part of the build process. "

Wow I must have waited 5 minutes or more before giving up.
How long did it take? nevermind I'll wait longer and see.

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RXcdeath
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Posted: 21st Jul 2010 01:26 Edited at: 21st Jul 2010 01:31
that was the problem thank you so much ....but when i build the game should i have the options on if i want them intigrated with the build?

also i know this sounds noob but what do i put if i want the ai to work right, there just walking around looking at each other
bond1
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Posted: 21st Jul 2010 01:38 Edited at: 21st Jul 2010 01:48
Quote: "Quote: "EDIT: Never mind, it just took a VERY long time to get past the "generating obstacles" part of the build process. "
Wow I must have waited 5 minutes or more before giving up.
How long did it take? nevermind I'll wait longer and see."


It took quite a while, somewhere between 5-10 minutes. And I have a pretty decent machine as can be seen in my sig. The Metro Theater is a fairly big level, but not HUGE. On 1.16 it took about 1-2 minutes to build. Now it's closer to 10 minutes to build. That really kills the creative process, even on a nice Corei7 machine.

I'll mention it to Lee when he gets back, since he can load that level right up on his end as well, and hopefully use it as a template for testing a decent sized level for build speed. Hopefully that "generating obstacles" part of the build process can be sped up!

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Conjured Entertainment
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Posted: 21st Jul 2010 01:47 Edited at: 21st Jul 2010 01:55
lol @ Bond
We are not patient people I guess, because it only took a total of 8 minutes and 45 seconds for my build.
1:45 to get to the generating obstacles, and 7 minutes to get past that.

Quote: "
That really kills the creative process, even on a nice Corei7 machine."

I have the same problem with wait times for my big maps.
I just use a little room while developing each effect or entity.
Then, once I have all the testing done and the tweaks finished, I add them to the big map and test once with the slow load.
That way it only slows you down for one test per thing and not all of the tests needed to perfect it.

Quote: "Hopefully that "generating obstacles" part of the build process can be sped up!"

Yeah, my test times above confirm that you have the right part narrowed down.

Quote: "also i know this sounds noob but what do i put if i want the ai to work right, there just walking around looking at each other"

I just set their appear scripts to appear-ally-team1.fpi or appear-ally-team2.fpi
Then, set their aimain to main-weapon.fpi
I added the action ragdoll right after the coloff in the leave corpse script, and vwalah.

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bond1
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Posted: 21st Jul 2010 01:55 Edited at: 21st Jul 2010 01:55
Quote: "1:45 to get to the generating obstacles, and 7 minutes to get past that."


Yeah that sounds about right, at 1:45 it should just about be finished and ready to play. But the "generating obstacles" part is a DOG!

That's kind of a big deal for me (and probably others), quadrupling the build time for a real-world sized level is no good. The Metro Theater model pack would have never seen the light of day if build times were that long on 1.16. Hopefully it can be sped up before the final release.

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"bond1 - You see this name, you think dirty."
Conjured Entertainment
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Posted: 21st Jul 2010 02:00 Edited at: 21st Jul 2010 02:01
I am sure it is something that Lee probably overlooked and will be able to sort out.
Even though, ten minutes per large level for a build is not bad, for a test build yes, but for a build it's no biggie.
But like I said, the creation tweak tests can be done indiviually on an added item basis prior to adding them, so the slower add tests are not often.
For all the great features we are getting, he doesn't have to improve on the build time much to satisfy me.

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RXcdeath
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Posted: 21st Jul 2010 02:01
there stil walkin around looking at each other not doing anything
Conjured Entertainment
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Posted: 21st Jul 2010 02:04 Edited at: 21st Jul 2010 02:19
Here is how I set up the allies for my test, and it worked.... (see attached image and note the ai script assignments)

Do NOT type the paths for the scripts into the text field.
Use the little browser button on the side to find the script, because typing it in can cause an error. (glitch)

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bond1
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Posted: 21st Jul 2010 03:03 Edited at: 21st Jul 2010 03:05
Ok another biggie to report. Not only do the test/build times take about 4 times longer, but the built game ALSO takes about 8 minutes to load!

I built the Metro Theater into a standalone game. And the loading screen progress bar get about to the 95% mark, then slows to a standstill. About 7 minutes later, I finally get to the game. That means every time there is a loading screen, there is a HUGE wait.

Previously the built Metro Theater level took about 10 seconds to load and play, now it's about 7 minutes!

So just to be clear: not only is the build process much longer, but the LOAD time is equally as long, even for a built, standalone game.

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s4real
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Posted: 21st Jul 2010 03:41
I agree bond1 tested the Metro Theater and it took 7 to 8 mins to load.

best s4real



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Conjured Entertainment
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Posted: 21st Jul 2010 03:48 Edited at: 21st Jul 2010 03:49
double post glitch got me

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Conjured Entertainment
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Posted: 21st Jul 2010 03:48 Edited at: 21st Jul 2010 03:53
Bond's level took 007 minutes to load. Bond 007



Seriously though, I think the correlation to the 7 minutes for the generating the obstacles to the 7 minute wait for the load implies a common tie or bond.
Once he gets the test build sorted out, I'm confident the other one will take care of itself.

It did play for me fine once loaded though, in all its glory, and it was looking better than ever.

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veer
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Posted: 21st Jul 2010 06:14 Edited at: 21st Jul 2010 06:22
there is a need for real time editor that will save lots of time and make easy to create level...i wish i had knowledge of coding... maybe the engine way not design do that
RXcdeath
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Posted: 21st Jul 2010 07:03
i always clicked the little box so its not that...why arnt my enemys working!!!!
Nomad Soul
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Posted: 21st Jul 2010 13:12 Edited at: 21st Jul 2010 13:14

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Gizmoguy
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Posted: 21st Jul 2010 14:57 Edited at: 22nd Jul 2010 00:03
wow not been online in a while and now i see the big to x10 users on the first page? i feel like asking for a refund, i only bought x10 when it was announced as it seemed like it was going to be pushed as the replacement for x9 and now it just lies in a corner in the tgc office cupboard alone and ignored! what a joke!

God in his heaven, alls right with the world.
loler
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Posted: 21st Jul 2010 15:03 Edited at: 21st Jul 2010 15:29
my video from the beta
i tested ragdoll and some of eai's weapons
http://www.youtube.com/watch?v=SwyGpLYRQlI
have fun

Nickydude
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Posted: 21st Jul 2010 15:06
The zombies do die.. er.. a bit odd shall we say.



For KeithC
Gizmoguy
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Posted: 21st Jul 2010 15:11
although i ranted a few posts up i have started to download x9 again as i want to see how improved it is, cant wait to see water added down the line i love water :p

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TheCoolGuy
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Posted: 21st Jul 2010 17:50
loler, where did you get that blood? Looks real cool.
2 Rogues
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Posted: 21st Jul 2010 20:42
To Bond 1, I can't even get the metro theater map to test the way it should with high settings without it exceeding 1.85 gigz of vr memory. Is there some way to extend or remove the memory cap?
bond1
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Posted: 21st Jul 2010 23:28
Quote: "To Bond 1, I can't even get the metro theater map to test the way it should with high settings without it exceeding 1.85 gigz of vr memory."


I have my lightmap quality set to 25, which is good enough for my tastes. And it hit 1.2gigs of memory during the build process - at higher lightmap settings I'm sure it would hit the memory cap.

As far as I know there is no workaround for the memory cap - other than making your level smaller, reducing the number of static entities, or lowering the lightmap quality.

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Mr Game
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Posted: 21st Jul 2010 23:35
@ Bond1
Could U check the moviescreen shader - I have weird looking screen.
and indeed Lee must improve the loading time...

Insomnia is coming...
bond1
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Posted: 21st Jul 2010 23:50 Edited at: 21st Jul 2010 23:53
Quote: "Could U check the moviescreen shader - I have weird looking screen."


Easy to fix this - Lee changed the naming requirements slightly for textures for this version.


Go into your texturebank folder and find "moviescreen_D2.dds". Remove or delete this texture. Then make a COPY of "moviescreen_D.dds" and rename it to "moviescreen_D2.dds". So you will have identical copies of this texture - then it works fine!

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cram
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Posted: 22nd Jul 2010 16:39 Edited at: 26th Jul 2010 23:13
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Posted: 22nd Jul 2010 19:56
My lightmaps are set to 15 and it doesn't even work. I seriously think that the memory cap must be removed. Otherwise great games wouldn't be possible like "He is Coming" and "Beyond Life". My levels are reasonably sized and already hit the memory cap without characters and low textured at calculating obj lights! I can't even test the original "scifi 1" testmap included with fpsc 1.0 with the preferences on high and the lightmaps turned down to 15! Thats extremely embarrasing. And what will users do when water is released? Turn it off because it consumes a ton of memory? This memory cap is extremely inconvenient and I strongly suggest it be removed. I would ask that those who have the same thoughts, to please express their agreement.
Hamburger
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Posted: 22nd Jul 2010 20:02
I agree
Conjured Entertainment
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Posted: 23rd Jul 2010 01:47 Edited at: 23rd Jul 2010 02:06
Quote: "This memory cap is extremely inconvenient and I strongly suggest it be removed. I would ask that those who have the same thoughts, to please express their agreement. "

If it's there, then there must be a good reason.
Without the cap it will just crash, so you are better off capping it.

I have not had a problem yet going over but I do have a level now at 1768mb, and I still need to throw in a lot more zombies yet.
So, I may need to just split it up into 2 levels, which shouldn't be that big of a deal.
Just copy the full one then delete the parts I don't need for each half.
I have more than enough objectives in that large level to split it up, so it shouldn't be a big deal.
This 1768 mb level is huge (whole map) so I was asking for it anyway, and I think if I had planned better then the cap would have been no problem.

Technically each level only needs one objective, so having a dozen in one level doesn't make sense anyway.
With less objectives per level then more of that 1.8 gigs can be applied to it, and that is more than enough eye candy for one objective.

I think the cap is a good thing and encourages reasonably sized levels that should load faster.
Not having a cap would result in huge level designs requiring exxcessively long load times for each level.
I would rather have short frequent pauses between levels (loading times) than having just a few that are hours long.

I have no objections to the cap at its current size.

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Nbt
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Posted: 23rd Jul 2010 02:23
Do dynamic entities effect the memory cap overly ?? As I have always found that turning a few things (once static) to dynamic has cured a once crashing map build.

If this is so, then surely characters should not effect the cap as much as static entities??

The Master Dinasty
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Posted: 23rd Jul 2010 02:27
Has anyone noticed that In beta 4 it took almost 1 GB for one talker pluss 4 segments?`


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The Grunge Guy
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Posted: 23rd Jul 2010 04:38
Some of us have ways around the crashing during the building, it takes a tad bit to get used to, but i liked doing that alot better, and it would be nice if that was how fpsc did things, but it doesn't, i think we should have it so it just tells us we've passed the cap, but not stop us.

Nomad Soul
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Posted: 23rd Jul 2010 13:31
Why is everyone complaining about the memory cap. Just open the setup.ini and change the memory cap flag to off.

Its only there to try and help people keep their memory footprint within the 2GB 32bit application tolerance to avoid build and performance issues.

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