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FPSC Classic Product Chat / V118 Public Beta 17

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Akanto10
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Posted: 22nd Feb 2011 22:01
I found something odd:

In BETA 9, if I press "A" and "D" (left and right) at the same time, without pressing either the "W" or the "S" key (forward and back), I walk forward.

It's not really anything bad, it's just something I thought would at least be a minimal contribution to the bug fixes, considering I haven't posted anything here that relates to the subject (I don't think).
BlackFox
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Posted: 22nd Feb 2011 22:02
@ Flatlander

Quote: "I have MP12 as well but I have a lot of scifi type folders. What is the sub-folder for MP12? If anybody would care to answer."


IIRC, the folders would be:
--
\Entitybank

\Arteria Sci fi Character Pack
\Arteria Sci Fi Pack One
--
\segments

\Arteria Sci Fi Pack One

- BlackFox

Flatlander
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Posted: 22nd Feb 2011 22:08 Edited at: 22nd Feb 2011 22:16
Thanks Blackfox.

I uninstalled, deleted the sub-folder and then installed the so-called new updated MP12. However, the segment "techroom13" is invisible. The FPS file reveals this as the shader: effectbank\bump\bump.fx. This looks like the old shader to me, or is there a new bump.fx? Also, one of the entities does not seem to have the new shader as well as it is still very plain looking. The lights on the entity do not light up like the stock scifi lights.

Addendum:

I looked at the FPS file again and noticed that all of the "effect" lines for the segment has been commented out. I assume this is to mean that the default would be newblossershaders; which I do have set to "1"?

@Storyteller, Have you tested MP12 yet? Let me know when you do, please. Thanks.
Soviet176
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Posted: 22nd Feb 2011 22:19
@Bond1

Does this also fix the problem with higher VM?


Doomster
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Posted: 22nd Feb 2011 22:19 Edited at: 22nd Feb 2011 22:23
@F l a t l a n d e r: That's because Lee didn't made the entites and segments shader ready, but only converted the textures to DDS, because the models packs 11-15 used JPG Images previously, which aren't supported anymore since 1.16 and thus turning them invisible when used in the newer versions.

-Doomster

Thraxas
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Posted: 22nd Feb 2011 22:42
Quote: "Try closing FPSC and running your cleaner when this happens Thraxas.
I get the best rusults just after a cleaning, so maybe cleaning prior to each build is the answer for us who push the cap limit."


Unfortunately this didn't help me at all :-( 1832mb before and after running the cleaner.

There really isn't much in my level at all. Building with just the segments in place takes me over 1gb towards the limit and then the not very many entities I add just push it up very quickly.

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
Soviet176
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Posted: 22nd Feb 2011 23:23
Quote: "Unfortunately this didn't help me at all :-( 1832mb before and after running the cleaner.

There really isn't much in my level at all. Building with just the segments in place takes me over 1gb towards the limit and then the not very many entities I add just push it up very quickly."


I feel your pain Thraxas


Scurvy Lobster
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Posted: 22nd Feb 2011 23:24 Edited at: 22nd Feb 2011 23:26
bond1: that is excellent news on the entity ressources! Thanks for reporting the error because my game is hit by this and I just thought it as my design being to hard on the engine.

The Storyteller 01
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Posted: 22nd Feb 2011 23:33 Edited at: 22nd Feb 2011 23:34
I am with Thraxas on this:

When creating the "Mad Zombie World" machinima I had to actually build 3 rooms

The first one allready brought me to the cap with the following (1.18 beta7 lightmap 512/5 full shaders):

9x9x2 segments Metro Theater
2 static lights
2 dynamic characters
6 dynamic entities (including 3 doors)
60-70 static entities

The second one including the follwing:
3x4x2 segments Metro Theater
2 static lights
10 dynamic characters
1 dynamic entity (a weapon the player is starting with)
(thats all - the 11th character crashed the build even with memorycap off)

Trying to build playable levels, that offer more than 5 minutes of gameplay with these caps is a joke.

In case you find my grammar and spelling weird ---> native German speaker ^^
Conjured Entertainment
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Posted: 22nd Feb 2011 23:51 Edited at: 23rd Feb 2011 00:00
Quote: "There really isn't much in my level at all. Building with just the segments in place takes me over 1gb towards the limit and then the not very many entities I add just push it up very quickly."

I ran into the same problem with NOTLD.
I split the map in half into 2 levels thinking it would help, but both were way larger than half the size of the original.
I have almost everything done for the game except adding in the zombies, but I have no space left for them.
Can't have a zombie game without zombies, so I am waiting until Lee figures something out, or until I take the time to convert all of my character's textures to JPG. (no shaders)
I don't really need the shaders anyway since I am using a full screen one to turn everything to black and white.
Finishing that game is the first thing on my list after I graduate. (then I'm making a movie!)
The movie shouldn't have this problem like the games do, because each level I make will only be the props for one scene.
Anyway, I blame this cap issue on Microsoft's Windblows, and not on Lee.

Quote: "When creating the "Mad Zombie World" machinima..."

Can you make that a link to it, because I would like to see it.

Flatlander
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Posted: 22nd Feb 2011 23:58
Thanks Doomster. Everything is OK now.
The Storyteller 01
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Posted: 23rd Feb 2011 00:51 Edited at: 23rd Feb 2011 00:52
Sure CE http://forum.thegamecreators.com/?m=forum_view&t=181503&b=24&p=0 If you are into game-related movies, my youtube profile has a lot of music vids made from TR clips.

Back on topic: I was experimenting a bit with the cap and found out something strange:
I did put 10 static lights in a large room with some entities added until i reached 1600 build mem. But the moment I remove the roof and raise the lights to 3rd floor the map is as dead as disco. Nothing is added (instead 50+ segment floors are gone) but having the lights outside uses up a lot more memory. I don't understand why

In case you find my grammar and spelling weird ---> native German speaker ^^
da2020
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Posted: 23rd Feb 2011 07:29
Maybe it would be better to destroy that cap, I mean v116 doesn't have it yet it is far more stable then the new v118 beta.
Payam
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Posted: 23rd Feb 2011 11:11
I have a very good idea for V1.18 as it's the first version which supports scripting for limbs.
My idea is expanding using of limbs for shaders.
With this feature we can have multi-shader models.
For example I make a characte and I use ripple-water shader from bond1 for 2 limbs and bumpbone for other parts,so those 2 limbs looks like water and others are looking like natural so I made a new creature for my game just by using shaders but a little work on textures needed.


Have our guns was a mistake!!!

I am PaYaM
Nickydude
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Posted: 23rd Feb 2011 14:57
I've now reverted back to V1.17 due to the black-blob-lighting issue . Hope it gets fixed soon.

Scurvy Lobster
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Posted: 23rd Feb 2011 15:47
As long as no one has a clue about what causes the black blob it's probably going to take some time.

LeeBamber
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Posted: 23rd Feb 2011 16:39
Hi Guys,

If you have an outstanding bug you want to see fixed in V118, please report a thorough bug report in the Google Code Issues Board here:

http://code.google.com/p/fpscreatorengine/issues/list

For changes made for BETA10 (coming soon), you can check here:

http://code.google.com/p/fpscreatorengine/source/list

When submitting your issue, a step by step is vital, a screen shot would be great, a sample level using stock media perfect and if you can stick about to help me go through some solutions, that should provide enough energy to fix things up.

I drink tea, and in my spare time I write software.
Nomad Soul
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Posted: 23rd Feb 2011 18:26
Quote: "I've now reverted back to V1.17 due to the black-blob-lighting issue"


@Nickydude

The black blob lighting issue is due to shaders being automatically assigned to segments when full effects are on. Unless you are using shaders on your segments with the correct textures you will experience this.

Looking forward to trying out BETA 10 but I'm also sticking with V117 at the moment.

Flatlander
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Posted: 23rd Feb 2011 18:40
That's exactly right Nomad Soul. Whether Lee knows about this on certain model packs or not I will be reporting it -- since I don't know if he knows.
Nickydude
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Posted: 23rd Feb 2011 19:05
Ahh.. wait a minute... wasn't there something about textures having to be in .dds format? I think the textures I was using were in .jpg format.

Flatlander
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Posted: 23rd Feb 2011 19:12 Edited at: 23rd Feb 2011 19:22
ND, I'm not sure if that would work. I think each model pack is going to have its own issues. I'm not sure if that was valid anyway since FPSC turns jpeg files into DDS files and stores them as a DBO or maybe the BIN -- I'm unsure which one.

Anyway, I turned off newblossershaders and this created new issues for both model pack 8 and 46.

I then turned off full shaders along with newblossershaders (not sure if they are connected in anyway) and the rooom will show up normally and with bloom. I will try turning blossershaders back on and see if there is any difference.

I do have this reported so if anybody wants to add a comment just go to the issues folder. Link provided in Lees post.

Addendum:

Firstly, I turned blossershaders back on but it had no effect. Apparently there there is a connection between the two. If full shaders is turned off then blossershaders is ignored.

Going back to the Model pack 11-15 issue where someone thought it was changing the jpg to dds. That is just a coincidence I believe. The real change was in the FPS file. Model packs 11-15 had a shader attached to all of the effects. These effects were commented out so that blosser shaders would be the default when full shaders are turned on. Otherwise they were invisible.

Model packs 8 and 46 have different issues I'm afraid. There could even be more problems with other model packs.

I have a feeling that Lee will not address these issues until later and will release beta 10 soon. But who knows.
Arseny
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Posted: 23rd Feb 2011 20:49
How I can avoid divding of the resolution of texture of HUD.X?
Flatlander
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Posted: 23rd Feb 2011 21:16 Edited at: 23rd Feb 2011 21:41
@da2020

Quote: "Maybe it would be better to destroy that cap, I mean v116 doesn't have it yet it is far more stable then the new v118 beta. "


You're missing the point. There always is going to be a cap whether or not Lee coded for it. Also, you can disable it if you want in the setup.ini file. In v116 if VM exceeded the cap of 2GB then it would crash. What Lee did was to make the engine intercede and allow you to go back to the map without it crashing. This way you can make necessary changes to reduce the amount of VM used without having to restart FPSC.

Also, I think what some people are saying is that they would like that the engine wouldn't use so much VM - i.e. reduce the VM used when compiling. I'm not sure but this would be complex to track down. I noticed in the code that Lee did reduce a small amount but I doubt it made much difference since people are still getting large amounts of VM being used.


@veer

Quote: "saving and loading game ....error ...which was fixed in v 118 beta 8"


I don't know if the following fixed the issue you are having but it was fixed in r399 (that was a part of beta 8).

r399 - fixed bug causing save/load feature to crash just after killing a character (holding a weapon)

Addendum:

More on VM.

The most memory used is when the build is "calculating object light." I'm assuming this is the light mapping. Calculating any light object that is found in the map. The more it finds the more memory? Interestingly it will go up and down by a couple hundred MB as it finds another object light. It must depend on the type of object light. An average VM will be shown at the end. However, if it ever goes above either 1.85 or 2.0 GB it will either show an error or crash depending if cap is on or off.
raymondlee306
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Posted: 24th Feb 2011 00:17
Question to those having the memory cap issue:
I don't have any problem with building levels with the new updates or the old ones and I have been trying to help people figure out why. With the memory cap how much RAM do you all have? I understand that the 1.85 comes from the 32 bit operating systems but when I ran XP I also used to run a "switch" that would take 3 gigs of ram and dedicate it to programs and force windows to run in only 1 gig. I do not recommend this because it is beyond unstable. I now have a 64 bit system but am still limited like everyone else with the 1.85 built into the 32 bit application. So that tells me it is not my high amount of ram allowing me build levels the same as I did before. My other thought is what is your page file settings set at on your machines? Mine is set to be the same as my ram and no larger. I know some new pc's come with it set as high as possible which I feel is counter productive if it's higher than your ram. There is a program called winderstat that can help you find large unwanted files. I run it at least once a week.

If someone could build a level using only stock items that gives off the level cap error, I would love to test it and see it builds on mine. Feel free to email it to me with your computers stats.

Little things I do is before I start a design session I run another program called "end it all" that turns off all non-essential windows functions. I figure every byte saved is a byte earned.
Thraxas
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Posted: 24th Feb 2011 00:24 Edited at: 24th Feb 2011 00:48
I'm running Windows 7 (64bit) and have 4GB of ram... It's not the cap per se that I am having issues with. My issue is that there is very little in my level before it hits the cap.

Edit:
At least I think there's very little in the level. Attached is a very small stock level. On 1.18 Beta 9 (on my machine) when I test level it tells me this level uses 806MB which seems, to me, a very high amount for so little content. I only have about 1 more gig before I hit the build cap and there is so little content already. A full map with proper lighting and placement of entities just doesn't seem possible when I'm already at 800mb with this tiny map.



A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
Flatlander
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Posted: 24th Feb 2011 01:24 Edited at: 24th Feb 2011 01:42
Hi Thraxas,

Long time no hear. I downloaded your test.fpm and will test it. I have W7. I really can't read what the avarage VM in MB is. Letters too small for these tired eyes.

Addendum:

I get a little over 900MB. That's acceptable. There is a lot of VM taken up just to get started. It is usually around 600-700 MB with just a 4x4 room, no characters and no lights. Here is my room at 742MB.



I wish you would have seen my post sometime back with image. It has around 5 layers and is quite large with lots of entities and lights. It pegs out at 1945MB. Since I have my own mod, I increased the cap to 1.95GB. I used to set the cap off and just made sure it was under 2000 MB.

There is nothing unusual about the VM you are getting.
Thraxas
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Posted: 24th Feb 2011 01:41
Quote: "There is nothing unusual about the VM you are getting."


Ok. Thanks for that. It just seemed a little high to me.

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
Flatlander
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Posted: 24th Feb 2011 01:47 Edited at: 24th Feb 2011 01:49
Quote: "Ok. Thanks for that. It just seemed a little high to me"


You're welcome. I know what you mean but because I know what's going on under the hood, I had to questions.

BTW, try the sample game "terrorstrike" by KeithC. It is in the default direcory of mapbank. It has a around 3 or 4 layers and is fairly large with an entry way that does not have a roof. Check out the final VM on that.

Addendum:

OH, and if you hadn't tried the samples in the samples folder be sure and run the water level.
bond1
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Posted: 24th Feb 2011 01:48 Edited at: 24th Feb 2011 01:50
Even though it seems a lot for a small level, memory used doesn't increase linearly it seems. When I build a much larger level with many more entities and lights, my level uses 1245MB. And it's much more than one-third larger than Thraxas' test level, actually about 10 times larger in fact.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Flatlander
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Posted: 24th Feb 2011 01:50
Thanks Bond1 for the confirmation. You pull a lot more weight around here than I do.
Thraxas
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Posted: 24th Feb 2011 01:51 Edited at: 24th Feb 2011 01:56
Quote: "Check out the final VM on that."


I get 1061MB on that level.

Quote: "Even though it seems a lot for a small level, memory used doesn't increase linearly it seems."


I had a feeling that might be the case. Perhaps my problem is that my level is simply too large?

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
raymondlee306
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Posted: 24th Feb 2011 01:58 Edited at: 24th Feb 2011 02:03
Using Thraxas map: I started by placing a simple segment with only the player marker and ran the test. I got 580 mb and used this as my base line. This tells me that the FPSC engine will require this as an absolute minimum build memory. From there I ran the following tests 3 times each and did not get the same build memory each time so this is an average of the 3 runs.

One thing to note is that the map Thraxas made contained only one portal.

724 - right out of the gate opened the map and ran test
686 - turned dynamic light to static
738 - removed furniture (not sure how it went up)
688 - reran exact same as above? 3 more times
reloaded level to undo changes
724 - No change test 2
686 - removed illumunation fx and static light
663 - removed 4 out of 5 characters
724 - reloaded and added 10 more characters of the same type already there
730 - 15 characters plus a Task Force 341
699 - Mirror the "wing" where the soldier with the gun is
696 - added a third portal
845 - went nuts adding lights and entities (64 objects, doors, lights, etc)
851 - ran fps cleaner and retested (1 time only)
729 - ran just after running the 851 above.
725 - ran again just for fun

What can we conclude from my 20 minutes of testing? Well for starters lets remove the 580 from the memory as we have no control over that because it is a fixed memory cost. So looking at the numbers we see that weather or not we have 8 entities and lights or 64 entities or lights does not seem to matter. "But raymondlee306" you say " when you added all the entities it shot up!" Your right. You know why it shot up? Because I have never used those entities before. There was no .dbo files while creating the game it had to create the .dbo files which used memory. I think that is why it shot up even higher after I ran the cleaner, but after I ran it once all the entities had a .dbo file and it took less memory to create the game. I see that adding portals had a very minimal effect to build time but obviously fps are going to suffer. Try this for me I have attached my map file I made from making Thraxas map even bigger (without the TF341 character of course). Run this once and log what the usage is and then run it again and see if it goes down. I think this might be part of the problem but I am very open to debate and conversation.

Let me know the results

EDIT - I miss spoke "I think this might be part of the problem" if this is the case it is not a problem just the way the engine handles new entities.
rolfy
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Posted: 24th Feb 2011 02:06 Edited at: 24th Feb 2011 02:10
Using V1.18 beta 7:

Terrorstrike level 563MB
Build same level as shown above by Flatlander, 495MB

Lightmap texture size 512
quality 10.

This laptop is really low spec. Go figure.

Quote: "There was no .dbo files while creating the game it had to create the .dbo files which used memory."

I hae a fresh install and never use stock so no dbo files existed before build.
Flatlander
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Posted: 24th Feb 2011 02:10 Edited at: 24th Feb 2011 02:25
The level "terrorstrike" is not that much more your test level and yet it is a larger map size with a few more lights.

Quote: "I had a feeling that might be the case. Perhaps my problem is that my level is simply too large?"


I trust that you mean the game level you are working on. Yes, it probably is too large. However, remember that it first gets larger with object lights. So, this is where you should start getting rid of stuff; the object Lights. Get rid of some of them altogether or trim the size of the lights or maybe intensity (don't know if that will work, though).

To me, lights are still a royal pain!

v118 means reassessing the way the map is going to be. Because of the shaders and bloom, you will probably be able to adjust your lights. You might even want to turn bloom off if that would help with your lights. I am certainly not an expert with lights.

@Rolfy: my quality is 30. Also I'm using beta 10. Actually beta 9 with the added fixes of my own through r420.
bond1
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Posted: 24th Feb 2011 02:13 Edited at: 24th Feb 2011 02:15
You know, this is a bit off topic. But it might be relevant to FPSC.

Back in the days when I was using 3ds Max on Windows XP and 32bit Vista, 3ds Max was only available as a 32 bit application. Which means it was also limited to 2GB of VM. So on very large models, I would get silent crashes in Max, no warning at all. So I had to break up my high-poly models into chunks.

But there was a little known "3GB switch" that could be enabled by editing Windows boot.ini file. It would allow 32bit apps to use 3GB of memory instead of just the normal 2GB. I wonder if something like this would work for FPSC? Another gig of memory padding would be great, maybe I'll try and dig up the procedure on this and see if it works for FPSC.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Flatlander
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Posted: 24th Feb 2011 02:27
Quote: "But there was a little known "3GB switch" that could be enabled by editing Windows boot.ini file. It would allow 32bit apps to use 3GB of memory instead of just the normal 2GB. I wonder if something like this would work for FPSC? Another gig of memory padding would be great, maybe I'll try and dig up the procedure on this and see if it works for FPSC."


That's interesting. If you find that there is the ability to do that, then we could set the cap to off and monitor it ourselves.
Thraxas
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Posted: 24th Feb 2011 02:38 Edited at: 24th Feb 2011 02:52
I changed my lightmap settings to those rolfy posted and run a couple of tests. This is with Beta 9

Terrorstrike (bin and dbo cleaner run multiple times to remove all traces): 945MB

Terrorstrike (now run after bin and dbo files created: 814MB

Extended test level (cleaner has been run again): 1034

Extended test level (no cleaner): 854

However I was under the impression that bin and dbo files were created when you placed the item into the editor, so I don't think this makes any real difference, as even if you run the cleaner first once you load your level they will be created. I think this is why the .fpm takes longer to load after you have run the cleaner as it's creating all those files first. I'm not saying it couldn't be part of the reason, but on the map I am creating which has had multiple test builds along the way I don't think it's the creating of those files causing me to get to the cap quickly.

I just removed everything from my level which wasn't a segment(not strictly true as I have a lift platform in there). and it builds at 1372MB... So I have to conclude that my level is far too big. It doesn't take up the full grid though, and in my mind I should be able to fill up at least one layer significantly before hitting the cap.

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
MK83
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Posted: 24th Feb 2011 02:51
@bond1, would this help?
http://ntcore.com/4gb_patch.php

mk83 Productions
rolfy
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Posted: 24th Feb 2011 04:03 Edited at: 24th Feb 2011 04:07
Quote: "However I was under the impression that bin and dbo files were created when you placed the item into the editor, so I don't think this makes any real difference, as even if you run the cleaner first once you load your level they will be created."

Yes, but if you delete bin and dbo then it wont have these to work with if you go straight to building without opening the level and they have to be created at build time....I guess....but watching as a level builds it appears memory use goes up and down a little, though it does mostly increase.

What I would like to see is FPSC clearing out any temp data folders it creates every time you test, my hard drive is filling up rapidly wth this and I have to regularly clear it out manually.
tecbug
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Posted: 24th Feb 2011 11:43 Edited at: 24th Feb 2011 11:47
Quote: "@bond1, would this help?
http://ntcore.com/4gb_patch.php"

Wow - this tool sounds great. Can it be implemented in FPSC? (Maybe as mod?)
Dark Goblin
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Posted: 24th Feb 2011 18:10
well I tried patching the FPSC-Game.exe with this tool which worked and than started the Metro Theater showcase map with these lighting settings:



This normally gave me a crash but now it worked (okay after I did "systemmemorycapoff=1").

So it seems to work.

MK83
FPSC Reloaded TGC Backer
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Posted: 24th Feb 2011 19:10
Quote: "well I tried patching the FPSC-Game.exe with this tool which worked and than started the Metro Theater showcase map with these lighting settings:

+ Code Snippet
lightmaptexsize=1024
lightmapquality=100


This normally gave me a crash but now it worked (okay after I did "systemmemorycapoff=1").

So it seems to work."


I did this too, Is it too good to be true? I have yet to test building a game with Metro theater though. But I am on it.

mk83 Productions
Deathcow
FPSC Reloaded Backer
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Posted: 24th Feb 2011 19:12 Edited at: 24th Feb 2011 19:19
@Dark Goblin

Is this something that maybe Lee could program into the FPSC exe? It maybe a stupid question.

Hold on just realised this only works on 64 bit systems, so it would be of no use to use still using 32 bit systems. Thats a shame.

DC

Flatlander
FPSC Tool Maker
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Posted: 24th Feb 2011 19:22
I can confirm Dark Goblin. I kept a map that would crash when it exceeded 1.95GB. I patched FPSC-Game.exe and it pegged at 2639MB without crashing. The app even is kind enough to make a backup of the original before patching. Another thing I noticed was that the size of the exe file did not seem to change.

Of course, if you use it, you will need the memory to support it.

I was worried that it could contain a virus or trojan. Before I used it I did a virus check. It came up clean. Then I did a virus check on the FPSC-Game.exe file. It came up clean. Since it apparently did not change size, I am assuming that's a good thing. Of course, it had to change by a few bytes because it had to add some code.
MK83
FPSC Reloaded TGC Backer
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Posted: 24th Feb 2011 19:30 Edited at: 24th Feb 2011 19:32
Just built a game .exe using Metro Theater.fpm lightmapsize= 1024 and lightmapqyality= 100 with system memory cap off, and it went flawlessly.

@F l a t l a n d e r, I was too worried about a virus. My scan was clean as well. I used AVG and Malwarebytes.

mk83 Productions
veer
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Posted: 24th Feb 2011 20:23
moving back to V 117... i realized the level saved by v 118 beta7 and above

...the entity where not showing in V 117

so ...i have to redesign my level

so avoid that mistake and make a backup copies of your level
Deevos Cranium
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Location: wales
Posted: 24th Feb 2011 21:38
Beta 9 has totally slowed down my system,i give up.

Your signature has been erased by a mod please reduce it to 600x120 and no anim.
s4real
VIP Member
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Posted: 24th Feb 2011 22:05
The patch will only work on 64bit machine's so anyone with a 32bit machine will not be alble to play ya game.

I tried the patch just to see what the max I could get as I only have a 32bit OS and the max level I got was 2022mb before it crashed.

best s4real



Pack ya games with vishnu packer its free.
The masters
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Posted: 24th Feb 2011 22:31
Hello, I have got some problem with 1.18.9
I don“t see key in test game or build game , but in map editor I see key.
Is this problem only for me?
Where is problem?

Thank you for advice!
MK83
FPSC Reloaded TGC Backer
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Location: Greeneville, TN
Posted: 24th Feb 2011 23:01
Quote: "The patch will only work on 64bit machine's so anyone with a 32bit machine will not be alble to play ya game."

I made a game using the patch on my 64 bit system, then transfered the game to my 32 bit XP set up and the game level ran just fine.

mk83 Productions

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