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FPSC Classic Product Chat / memory cap in V1.18 beta 9

Author
Message
LiquidSplinter
User Banned
Posted: 17th Feb 2011 21:11
whats with the 1.85 gb cap? I cant do anything with it, and it breaks if I turn it off.
Dark Frager
16
Years of Service
User Offline
Joined: 16th Mar 2010
Location: The Void.
Posted: 17th Feb 2011 21:48
It's the limit of the creator. If you put in more than 1.85gb worth of entities, lighting etc.. the creator will crash. It is also a 32-bit memory issue as stated by someone else in a different thread regarding this question.

If you can see the enemy, they can see you.
Windows 7 Home Premium 64-Bit, Intel Core i5 2.27ghz, nVIDIA GTX 260M 1GB, 4GB DDR3 RAM, DirectX 11
Darkline - Coming 2011
That Guy John
16
Years of Service
User Offline
Joined: 30th Apr 2010
Location: United States
Posted: 17th Feb 2011 21:51
As far as I know, that is the cap. Adjust and tweak your models and maps to meet the requirement is all I can say.

I see you just joined the forum today, not sure if you just staarted using FPSC today though. In case you are new to FPSC all together I suggest starting with the guides provided with the FPSC install.
FPSC Menu "help" > "read manual"
Also, the 1st community guid is in "Program Files (x86)\The Game Creators\FPS Creator\Docs"
The newset community guide is here

Overall when creating models and maps, keep in mind, "Low-Poly".
LiquidSplinter
User Banned
Posted: 17th Feb 2011 21:55
I have used fpsc since 2009, and i have never had any kind of problems with a memory cap. it was always my rams cap. and now it crashes. that means that you cant even run the metro theatre map anymore tho. it takes over 2 gigs.
Wolf
18
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 18th Feb 2011 04:36
Quote: "I have used fpsc since 2009, and i have never had any kind of problems with a memory cap. it was always my rams cap. and now it crashes. that means that you cant even run the metro theatre map anymore tho. it takes over 2 gigs."


I reported that issue to the googlecode issues board.

I'm sure Lee and the squad will take care of this



-Wolf

God Helps the Beast in Me!
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 18th Feb 2011 04:45
I have no problems with the memory cap in v118, beta 9.
Wolf
18
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 18th Feb 2011 04:59
@Flatlander:So? You're map might not consume that much memory then...
I don't remember any work of you so I can't tell.

Anyway, maps that used to work in Beta 4 (they consumed 1,4 or 1,5 gb) are now reaching the 1,85 gig limit. That just can't be!



-Wolf

God Helps the Beast in Me!
MK83
FPSC Reloaded TGC Backer
20
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN
Posted: 18th Feb 2011 06:11
@Wolf: I have noticed this increase too. I have been preoccupied with issue 39.

mk83 Productions
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 19th Feb 2011 17:53
What I was meaning is that I have no problems in that there is no increase of virtual memory from the earlier version to beta 9. I also have modded the code and increased from 1.85 to 1.95. If I want to eek out an amount closer to 2.0, I then turn the cap off and make sure that my level is below 2.0 GB. When I hit around 1.8 I tweak the level the best I can. However, most of my levels are below 1.95 anyway. I don't know what's going on with your issue.

Wolf, I don't post any of my games on the forums. They are commercial games for educational purposes. I did have a WIP but the commercial games have taken precedence. Also, I actually could care less what you think about my contributions to the forums in the past. Like FPI EditPad and RPG Mod.
Dark Goblin
20
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 19th Feb 2011 18:16
TGC should think about doing multithreading, because that can be done in DBP with some dll calls (Nighthawk showed it to me some time ago).

This would also speed up any loading and build part and maybe also change something on the memory cap, which for DBP is strange as all engines have it and they use a lot more data than FPSC and it still works. Maybe they need to change something on the build process and all that, so it really takes less memory.

Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 19th Feb 2011 19:43
@DG, there is a time in the build process where it says that it is finishing the threads. Do you suppose this means that Lee might be using multi-threads? Just wondering.

I thought maybe showing the level I use as a test for cap would be helpful to understanding why I seem not to have a problem with it. This level uses 1.94 GB of virtual memory. As I mentioned before I reset the cap at 1.95. This level used this amount from v117 through v118 beta 9. Map quality size was set at 512 and map quality at 30. The level is multi-layered with lightmapping set at best quality, textures set at high and full shaders on.




Wolf
18
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 20th Feb 2011 05:10
Quote: "Also, I actually could care less what you think about my contributions to the forums in the past. Like FPI EditPad and RPG Mod."


Woah! You got me wrong there, I ment that I don't know you're levels so I can't tell if they are similar to mine. There must be a reason for the higher memory consuming. I didn't mean to offend you in any way.



-Wolf

God Helps the Beast in Me!
The Storyteller 01
17
Years of Service
User Offline
Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 20th Feb 2011 10:57 Edited at: 20th Feb 2011 10:59
I am also working with FPSC since 2009 and most of the old maps don't build with 1.18 beta anymore (even with 512/5 and no shaders)

To me it seems that all that eye candy comes with the price tag of memory consumption. If that continous with the current speed we'll all be making stunning looking single-room levels next year.

At least that wouldn't hurt the screenshot-only WIP community, which represents the majority on these boards.

In case you find my grammar and spelling weird ---> native German speaker ^^
Wolf
18
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 20th Feb 2011 12:18
Quote: "
To me it seems that all that eye candy comes with the price tag of memory consumption"


Depends on how you use it.

Quote: "At least that wouldn't hurt the screenshot-only WIP community, which represents the majority on these boards."


Developing a game is a time consuming task. Until it's ready, one can only provide screenshots and perhaps videos.

*Offtopic* Is you're E-Mail address valid @the Storyteller01? */offtopic*



-Wolf

God Helps the Beast in Me!
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 20th Feb 2011 17:06
@Wolf, sorry I over-reacted. This old man has moments of cloudy skies inside the brain.

Quote: "I ment that I don't know you're levels so I can't tell if they are similar to mine"


I finally figured that out and so that's why I uploaded a level that consumes most of the VM so you could see it. It has more eye-candy than I normally have but that is what I wanted. I think I can get a better result now with v118 because I can tweak the lighting downward.

Of course, I'm not sure how one can compare levels but I guess the point is that I'm satisfied with what I can get out of FPSC for a level with lots of stuff. The level is script intensive and has a lot of clues and puzzles to solve plus in the lower level where there is the start of an alien invasion and the player has to figure out how to diffuse the situation. This is part of my "The Professor" game which is based off of Dr. Who. It is not a story from Dr. Who. It is my own story. I hope to get back to development soon.

BTW, Wolf, congrats on your BOTB award.

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