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FPSC Classic Product Chat / map size limitation?

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TIMON
14
Years of Service
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Joined: 28th Aug 2011
Location: France
Posted: 7th Jun 2012 11:24
Hi everyone,
So here is an important question, I read in other topics about those limitations when creating a map using FPSC and now this fact makes me afraid a little, so before starting my project I need to know more about this, how can I know that my map has exceeded the memory limitation of the engine? how do you do guys to stay on the safe side when building your maps?

Thanks
JRH
19
Years of Service
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 7th Jun 2012 11:34
I don't recommend going over the limit. Careful planning and development can help stay below the limit. Add a little to the map, then test it and check the memory usage. Continue to do so until you reach the limit, then move onto the next map.
TIMON
14
Years of Service
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Joined: 28th Aug 2011
Location: France
Posted: 7th Jun 2012 12:46
Quote: "I don't recommend going over the limit. Careful planning and development can help stay below the limit. Add a little to the map, then test it and check the memory usage. Continue to do so until you reach the limit, then move onto the next map. "


This would not help me much, does anyone know approximately how I can predict the size limitation? an example map or a defined number of entities/segments/editor squares?
Scene Commander
Support Manager
18
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Joined: 3rd May 2008
Location:
Posted: 7th Jun 2012 13:06
Quote: "This would not help me much"


JRH has told you the only sure way, and that's to test the map.

It depends on many, many factors, e.g. The quality of the lightmapping, the size of the textures used, the size (in kb) of the models, the size of sound files, etc, etc.. As such, there can't be a set formula. Most people learn from experience what they can and cannot get away with.
BedsideReaper
15
Years of Service
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Joined: 4th Feb 2011
Location: Lakewood, WA
Posted: 7th Jun 2012 13:15
I usually make it a habit to make my maps a little smaller since I'm an entity freak. I can't stop placing them everywhere to make the scene more full. So, it would take a first time player to get through my levels at about five or ten minutes. I guess this is alright. I tell myself: "End the level," once it hits 1,300 MBs or so.

"I think I'm getting the 'Black Lung,' pop."

"Derrick, you've been down there for one day."
Ross tra damus
3D Media Maker
20
Years of Service
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Joined: 7th Jun 2006
Location: Looking to Escape London
Posted: 8th Jun 2012 02:04
TIP - Don't build to the extreme outer Grid (leave 'one' grid square free all around) because stuff go's wrong (I don't know why but it does).
The Storyteller 01
17
Years of Service
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 8th Jun 2012 04:40 Edited at: 8th Jun 2012 04:46
There is no formula but the biggest difference in memory usage are:
1. number of dynamic entities
2. number of lightsources
3. number of segments/entities the lightsources hit.
But the engine has its little dirty secrets which means that it adds up memory in creative and unpredicable ways.

Example:
a)
20 medium rooms with 1 door, 1 creature, 1 weapon, 1 lightsource and 10 static entities each will hardly work. You can tweak and tweak and tweak but this level will hit the memory cap 99%

b)
10 small rooms with the same amount could work but it's not that the memory used will be only 50% of the above. Also the polycount and texture size of the models are important.

b)
A single large room with 5 doors, 5 creatures, 5 weapons, 5 lightsources and 50 static entities is kind of c) cut in half but since now 5 lightsources hit so much stuff at the same time, this most likely will not work either - especially if its an outdoors level.

The only advice I have personally is to think about the game you want to create because for some FPSC is not the right engine.
Examples of AAA titles with a similar theme ported to FPSC:

Metro 2033
Mostly dark narrow underground levels with a path straight from A to B - that is exactly what FPSC is made to build. Also no inventory is needed and no 3rd person view.
If you are dedicated and patient for several months you could create a single level that comes a little near to the original.

STALKER
Factories and labs, tunnels and bunkers filled with human and mutant enemies. Hard to do if you want also the exterior levels but if you keep them small and dont overdo it with the enemy numbers it can be done to a certain degree. At least there is no XP/leveling system needed. It could look like Stalker but it will not feel like it - unless you are prepared to learn a lot of scripting and reserve the next 52 weekends for this.

Fallout
No, definitely not. Large open spaces, NPCs on every corner, multiple choice conversations with 90% of them, a complex leveling system, crafting, repairing, followers,...
Even if you reserve the rest of your live for it, there will be no "Fallout for FPSC", only a mockery of it.

What I want to say essentially is, that the maximum level size is so small, that you should only plan games, that don't suffer from that.

In case you find my grammar and spelling weird ---> native German speaker ^^
TriSpefear Studios
14
Years of Service
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Joined: 11th Nov 2011
Location: Dallas, Texas, USA
Posted: 8th Jun 2012 23:55
My maps have never passed the RAM limit... Thank god

"Everyone may doubt me, but your just giving me more of a reason to continue on..."
maho76
15
Years of Service
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 9th Jun 2012 10:48
best for performance in finalbuild to not get crashes while level-loads is staying below 1700mb. also this level wont load half as long as one that goes near ram-limit. better to load shorter but more often than sitting in front of the screen for 2 minutes waiting with finally a crash.

GreenDixy
17
Years of Service
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Joined: 24th Jul 2008
Location: Toronto
Posted: 9th Jun 2012 13:08
The way i worked out the limits, Is build a small chunk test it write down the info. Then add another small chunk etc etc. Seems like alot of work but in the end it will be awesome.

======================================
My software never has bugs. It just develops random features.

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