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FPSC Classic Product Chat / Memory Exceeded

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Titantropo
14
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Joined: 1st Aug 2011
Location: Tugaland
Posted: 6th Dec 2012 22:18
Is there anyway to solve this?

Here, there and everywhere.
Flatlander
FPSC Tool Maker
19
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 6th Dec 2012 22:29
This has been covered time and time again. Please, try doing a search on several different keywords and then come back if you haven't found anything.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Titantropo
14
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Joined: 1st Aug 2011
Location: Tugaland
Posted: 7th Dec 2012 23:32
I've found some, namely this one http://forum.thegamecreators.com/?m=forum_view&t=185145&b=21 but it's too old to post a reply. I'd like to ask how to do this
Quote: "Open your setup.ini and search for the line "systemmemorycapoff=0". (you can open your setup.ini with the windows editor (awesome little piece of software ). The setup.ini is located in the same folder as the FPSCreator .exe files.
Replace it with "systemmemorycapoff=1". This will allow the creator to get over the cap limit and doesn't halt the building process if (example) it uses a lot of memory while lightmapping"
, because it hasn't solved my problem, it only makes an error occur.

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da2020
16
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Joined: 26th Dec 2009
Location: C:\\Program Files\\
Posted: 8th Dec 2012 05:13
@Titantropo If nothing else works, it's probably time to start reducing the size of your levels, the memory cap problem comes when your level is too large.
Titantropo
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Location: Tugaland
Posted: 8th Dec 2012 15:20
Quote: "@Titantropo If nothing else works, it's probably time to start reducing the size of your levels, the memory cap problem comes when your level is too large. "


I believe you're right. I have hundreds of shelfs ("storagec" items from ww2 entities, more precisely) and thousands of army crates, so the level is huge. But I was trying to build a warehouse full of stuff. I need to "burn" my brain in order to achieve it in a "smaller" level.

Ideas anyone? XD

Here, there and everywhere.
Titantropo
14
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Joined: 1st Aug 2011
Location: Tugaland
Posted: 13th Dec 2012 19:37
Is there any away to make sub-levels? My intention was to put the player in another room of the same level. I can do it easily of course, but I would have to build up in the same FPSC map. And that would bring the memory problems.
On the other hand, if I build them as independent levels, the loading screen will show up from one to another, and I would prefer to avoid that. Unless I do something in the loading screen, Max Payne style: Chapter X, Part Y.

Here, there and everywhere.
Flatlander
FPSC Tool Maker
19
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 13th Dec 2012 19:50
I have always had to create "sub" levels. Actually just another level that comes after the current. As a "sub" level it still has to be created like an ordinary level. They're just smaller. Part of the reason I do it is because 1) I have a lot of stuff in my levels. 2) I want the light mapping to be of higher quality as the level does look better. It's just a matter of level design to make the game flow smoothly from going to one level to another.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
xplosys
20
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 13th Dec 2012 20:02
Quote: "thousands of army crates"


All dynamic? Just kidding.

Certainly you could create shelves with crates on them as a single model and only have individual ones where you need to interact with them.

Brian.

!retupmoc eht ni deppart m'I !pleH

Flatlander
FPSC Tool Maker
19
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 13th Dec 2012 21:34
Let's revisit memory cap and memory exceeded issues.

I don't pretend to be advanced or technically savvy in this area, but, what I do know is that when the game is being compiled into a stand alone each level is compiled and saved. During this compilation data is being stored in virtual memory rather than to disk so that it will compile faster.

What takes up the most memory is light mapping. When the memory hits it's max is where you will see "Calculating Object Light." Calculating object light is dependent upon two settings in the ini file.

lightmaptexsize=512
lightmapquality=5


The default values are shown. A lot of people worry about what they see even when they are testing a small level. Check out the image below:



You will see that 1015MB is being used. This is only for one room without anything else in it. This is also before we get to the place where it starts calculating object lights.

You see, there is simply a certain amount of memory that is taken up regardless of the size.

Before I make the next comment I would like to say that v120 is the best version to use as there have been some changes made to make better usage of memory during the build.

So, you have exceeded the memory cap during a test build. The first thing to is check out those two parameters mentioned earlier. If they are at the default, you could decrease the lightmaptexsize to 256. However, I feel that 512 should be the absolute minimum. I have mine set to 1024. I have lightmapquality set to 75. So I certainly have some wiggle room.

The next thing you can do is check your light shadows in preferences. If Best For Performance is already selected the only other alternative is to select No Light Mapping. I really don't recommend that. However, you will never have any virtual memory problems if you select that.

What's next? Some people believe that too many dynamic entities will take up to much memory. That may be the case but not in terms of light mapping. Also, dynamic entities effects FPS more than the virtual memory being used. What effects light mapping the most are static entities. Why? Because static entities will produce shadows. Creating shadows means the use of light mapping (LM). As a side note: this is why Lee has never made it possible for dynamic entities to create shadows. It would be cool but not a good idea for FPSC. He even has a question on FPSC-R about making shadows for dynamic entities. He does have some thoughts on it, however.

So what can you do? You probably have noticed that most of the crates and boxes that have been created by TGC for FPSC are dynamic by default. Most people will then think that perhaps I should make them static. Making them all static is not a good idea. Most of them have a default.fpi for their main script. This will decrease the possibility of FPS being reduced because there is no script to execute for that entity. The only issue one might have is that the crates are "moveable." You can make them immovable if you want. Also, you can make some crates static to have some shadows cast but most of them should be dynamic. If you still have problems with exceeding the memory cap then you will have to reduce the size of the level. If you have more than one room, I would first get rid of whatever extra rooms you have. If you like have enough going on in the one room with all the entities then you could go to the next level when the player goes from the one room to the next. However, I would make sure that the player is actually finished with the level before sending him to the next.

Another really good idea is as xplosys mentioned. Making a model that is a shelf and that has boxes and crates on it. This can be one large entity. The trouble is I would not be able to create a model like this because I'm not a model maker.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Titantropo
14
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Joined: 1st Aug 2011
Location: Tugaland
Posted: 14th Dec 2012 02:42
I see...

xplosys,
I don't want to interact with them. But they need to be there. And no, they are all static. According to F l a t l a n d e r, that is the biggest problem.

F l a t l a n d e r,
I'd also like to create a large entity, but I'm an even less model maker. XD

By the Way, could you explain a little better how do you make the sub-levels? Is it possible to make the trasition between them without the loading screen?

Here, there and everywhere.
Flatlander
FPSC Tool Maker
19
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 14th Dec 2012 03:26
Quote: " According to F l a t l a n d e r, that is the biggest problem. "


You don't have to believe it if you don't want to.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Titantropo
14
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Joined: 1st Aug 2011
Location: Tugaland
Posted: 14th Dec 2012 17:24 Edited at: 14th Dec 2012 17:29
It's because I believe it, that I said that. i have hundreds of boxes that are static. And if you say that static objects are the problem, then I know that I must change them. But that means sub-levels and/or bigger entities. The problem is that I don't know how to do neither of them.

Here, there and everywhere.
Flatlander
FPSC Tool Maker
19
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 14th Dec 2012 23:20
OK. It's easy for me to misunderstand. It's an age thing. Anyway, is your level all stock items and/or TGC model packs? If so could you send me your fpm file? Use my email link.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Titantropo
14
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Joined: 1st Aug 2011
Location: Tugaland
Posted: 16th Dec 2012 15:10
I have one items it's not stock, not sure if it's ok for you to download it so I can send the fpm file. If so, the items is free, so you won't get into any expenses.

Here, there and everywhere.

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