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FPSC Classic Product Chat / Memory Cap ;(

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Zay
16
Years of Service
User Offline
Joined: 2nd Dec 2009
Location: sLOVEina
Posted: 30th Jul 2010 12:10
I seriously need help here,please.
I don't know what to do,I have a level which isn't really big,it's detailed,but it's near completon.
I tried deleting some part which aren't totally needed but that didn't do much .
And turning the memory cap off in the setup.ini only made FPSC freeze when it reached over 1.8 gig.

So I beg of you,if you know a way to get around this!

Contact me in Skype,name- nejcplan
Gencheff
16
Years of Service
User Offline
Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 30th Jul 2010 12:29
Well I had the same problem.The only way to do it is to open setup.ini and set lightmaptexsize=32,lightmapquality=4,dividetexturesize=4

Then after you build the game set these values in your game's setup.ini back to high (512,256,0 or something like that)

Nbt
16
Years of Service
User Offline
Joined: 11th Oct 2009
Location: Behind you!!
Posted: 30th Jul 2010 12:31
Trying changing some static entities to dynamic (with IsImmobile turned on to keep them from being moved) to remove them from the light mappers path along with lowering the lightmap quality to around 25 or 30 will reduce the over all memory requirement from the 32bit space.

I'm also guessing the new eyecandy stuff like bloom will eat a fair chunk out of the 32bit allocation, so killing that off should help?
I'm a bloom hater in most games, as it is always way over used to the stage of blinding the player.

Gencheff
16
Years of Service
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Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 30th Jul 2010 12:34
@Nbt I think he wants to leave the shadows for static elements for a better scene.

Nbt
16
Years of Service
User Offline
Joined: 11th Oct 2009
Location: Behind you!!
Posted: 30th Jul 2010 13:01
@Gencheff Yeah I fully understand and agree with having more static elements creates a better shadow effect for the scene. Just chucking a few ideas in is all.

Not really sure how much it will matter with settings this low though?? lightmaptexsize=32, lightmapquality=4, dividetexturesize=4

Also I'm a little confused as to the benefit of:
Quote: "Then after you build the game set these values in your game's setup.ini back to high (512,256,0 or something like that)"


As surely the lightmaps are already made and can't increase in quality afterwards ?? plus is not lightmapquality a % with a max setting of 100 ??

I'm still new to FPSC, so just asking

Gencheff
16
Years of Service
User Offline
Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 30th Jul 2010 13:06
how stupid of me...You might be right.And about the lightmapquality I read somewhere on the forum that 256 was good...don't know about percentage.

I'll test this out.

Shadowtroid
16
Years of Service
User Offline
Joined: 23rd Dec 2009
Location: nope
Posted: 30th Jul 2010 13:14
The 1.8 gig is a barrier that a 32-bit program cannot pass. Even if you remove the cap, it simply can't pass that without crashing.

Nbt
16
Years of Service
User Offline
Joined: 11th Oct 2009
Location: Behind you!!
Posted: 30th Jul 2010 14:04
@Gencheff: Your not stupid mate, your just in the same boat as me and many others here. There just is not enough solid facts known about most of what is in the setup.ini file

Zay
16
Years of Service
User Offline
Joined: 2nd Dec 2009
Location: sLOVEina
Posted: 30th Jul 2010 14:57
Well here's what I did,I raised the darkness level and decreased the lightmapquality and size by just a little.
I'm not totally impressed,but it get's the job done.

Contact me in Skype,name- nejcplan
Badger Gamer
16
Years of Service
User Offline
Joined: 23rd Jun 2010
Location:
Posted: 30th Jul 2010 20:03
Just an idea...

might not work,but ( I'm not sure how..exactly yet)

use UMAN's 'load and unload on the fly for entities'
based on distance from the player. If you cannot see it,
why load it?

Of course I could be wrong.

System: Core2 quad 2.66Ghz 8gig DDR2 Nvidia GT 9500 512Mb
3x500Gb raid 1+0 21" wide LCD 1680x1050x32bit
FPSC 9 1.16 (and sometime 1.17)

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