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FPSC Classic Product Chat / Building game executable uses less memory than test build?

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The Storyteller 01
17
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 23rd Aug 2011 01:16 Edited at: 23rd Aug 2011 01:17
I decided to publish one of my projects and for half a day I am tinkering on an old 3-level game.

The reason I stopped working on it was because the 1.8 GB limit filled up so fast with 1.17 that i had to split the levels and still bumped into the limit.

Now comes the funny part: the first 2 levels where down at 1.1 and 1.6 GB and the test game took 20 minutes each - game executable only took 5 minutes each and not much over 5 minutes for a 2-level exec.

But its not over yet. I filled up the 2nd level so the built game bumped into the 1.8 GB again. Out of curiosity I ran an exec from the 1st level for both of them...and it built without problems - and as far as I watched the 2nd level didnt come even close to 1.8 during the build.

I have absolutely NO idea what's going on within the engine so...has anybody had similar experiences?

In case you find my grammar and spelling weird ---> native German speaker ^^
Wolf
18
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 23rd Aug 2011 01:24
Do you have the cap off? It might just hit the 1,8 gb limit for a second or so.
I would also highly suggest to build your levels 1 by 1.

Mine are building fine so I don't have the issue myself.

Also: Compare your setup.ini and buildsetup.ini.



-Wolf

I make serious coffee - so strong it wakes up the neighbors.
http://serygalacaffeine.deviantart.com/
Twitter:@Serygala
The Storyteller 01
17
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 23rd Aug 2011 01:44
The setup.ini and buildsetup.ini are identical twins (can they even be different)

And don't get me wrong, I am not complaining. Apart from very early stages I always use built games to test.

I am just wondering why the build is so much smoother and faster than the test game

In case you find my grammar and spelling weird ---> native German speaker ^^
Wolf
18
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 23rd Aug 2011 01:49
Quote: "I am just wondering why the build is so much smoother and faster than the test game"


It makes sence though... testbuild is a temporary build for you to see if everything is working and the final build is ...the final build.

Okay, I'm sure you figured that out by yourself XD I'm really no coding buff, so I think someone who has actually seen FPSC's sourcecode can tell you more what is going on.



-Wolf

I make serious coffee - so strong it wakes up the neighbors.
http://serygalacaffeine.deviantart.com/
Twitter:@Serygala
bruce3371
15
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Joined: 4th Aug 2010
Location: Englishland
Posted: 23rd Aug 2011 01:51
I'm wondering if it's because the .bin and .dbo files are already there after the test builds? I've noticed that testing a 2nd time without clearing FPSC out first makes the test run quicker, so would the same apply to the build?

Soviet176
16
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Joined: 19th Sep 2009
Location: Volgograd
Posted: 23rd Aug 2011 19:33
This happens to me to. It's very misleading.


UberXDominus
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Joined: 16th Jun 2009
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Posted: 23rd Aug 2011 23:03
I don't know if this is a good question for this post but I'll go ahead and ask it anyways.

how do you get the memory cap off?

I have set the value to 0, but it won't work because I go back into the setup.ini after test game and it is set back to 1. Has anyone else experienced this?


Uber
The Storyteller 01
17
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 24th Aug 2011 00:27
Getting weirder and weirder:

My grown 2nd level now runs immidiately into the 1.85 mem cap when I try a build game on its own - but running the build for both from the 1st level makes no problems.

Could it be, that because I use most media for both levels, they somehow get "counted" in the small 1st level build?

In case you find my grammar and spelling weird ---> native German speaker ^^

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