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FPSC Classic Product Chat / Making a map question

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riccetts
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Posted: 28th Apr 2013 21:22
I currently have about 960 mb of ram available to build a game.
What would each level in mb have to be to build 10 levels?
Or is it possible at all?
Scene Commander
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Posted: 28th Apr 2013 21:53 Edited at: 28th Apr 2013 21:53
Memory is reset after each level is built, so if you've got around 960mb available, that will the amount you have free for EACH level, not all 10. Some segments and entities take more memory than others, so you'll need to play around to see what you can achieve.

I hope that helps.

SC
Flatlander
FPSC Tool Maker
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Posted: 28th Apr 2013 21:58 Edited at: 28th Apr 2013 22:01
I'm not sure I understand the question. I do know that you are referring to internal physical memory and not hard disk space. I am assuming you are worried about the VM of building the game. The VM is just that -- virtual -- and therefore the internal ram is not necessarily a concern. So, if my assumptions are correct you only have to worry about the 1.8 GB cap. When it builds the game, each level will have close to that amount of VM, although there is a little bit of used memory that is carried forward. Those who had been working on v1.20 have tried to make sure that most of it is left for subsequent levels.

Although I have not tried building a game with less than 1 GB of physical ram, I believe you should be able to build a game with 10 levels as long as each of the levels are below the 1.8 GB.

I'm sure that I will be corrected if I have something wrong in my assumptions or someone will explain it in a different way to make it more understandable.

Addendum:

I see Scene commander has responded while I was typing. Yes, I might be wrong as far as the availability of VM when the physical memory is smaller than the 2 GB allowed.


I'm addicted to programming and coffee!
rolfy
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Posted: 29th Apr 2013 03:32 Edited at: 29th Apr 2013 03:41
Well if you consider that many comps, my own included and far back as version 1.4 at least. Were building reasonably sized levels using no better specs, then I got say it should do it as long as within the cap, same memory cap back then as now.
Of course you may Max out if lightmapping is set high and complex geometry is used, but I remember getting good results.
What your more likely to find is that your built game lags with these specs.

You need better specs to play the game than you need to build it.

I don't trip over...I do random gravity checks.
riccetts
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Posted: 29th Apr 2013 05:51
I get this error after the third level creates. All levels are approx. 400mb so I'm under the cap and 960 mb of ram.

riccetts
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Posted: 29th Apr 2013 05:54
Here's that image sorry

riccetts
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Posted: 29th Apr 2013 05:59
Ok sorry again here's the error I got



Can you tell how to fix this problem?
Scene Commander
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Posted: 29th Apr 2013 14:57
Well, it could be a problem with your 3rd level rather than a memory issue. That's a generic crash messages and can be confusing.

Firstly..

What version of FPSC are you using?
What are your light mapping settings?
What are your machine specs?

Secondly, as a test, try removing the 3rd level from the build and try rebuilding. If it works it is a problem with the level, rather than the build. Of course, it might crash later on at a subsquent level, and that level might also be causing a problem. Sometimes creating a built game is a matter of eliminating issues.

I hope that made things a little clearer.

SC
riccetts
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Posted: 29th Apr 2013 17:13
Scene Commander

I'm using v1.19

Ambience level=25
Ambience red=255
Ambience green=255
Ambience blue=255

Windows xp pro
v.2002 sp3

Amd sempron(tm) processor
3600+
2.01 GHz,960mb of ram
Physical address extension

I hope that's enough info
BlackFox
FPSC Master
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Posted: 29th Apr 2013 17:39
Your specs are fine. I run v1.19 in a VM system and have roughly close to the same specs.

Ensure nothing is crossing into the outer squares on the grid. For example, if you are building a level and a large entity is placed on the grid and happens to either hit the outer grid squares or pass over the outer and hit the "out-of-the-grid area", then this error will occur. This error will also occur if there is an issue with an X file for a mesh/model being corrupt. As a precaution, check your "setup.ini" and ensure your "lightmaptextsize" and "lightmapquality" are not set high. On my VM, I have mine set to the following:



You may be able to use either 256 or 512 (max) for the "lightmaptexsize".


There's no problem that can't be solved without applying a little scripting.
Scene Commander
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Posted: 29th Apr 2013 20:05
Blackfox is 100% correct. Follow the advice we've both given and if you have more issues, feel free to post and I'm sure either one of us, or someone else will try to help you.

Best of luck,

SC
riccetts
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Posted: 29th Apr 2013 20:31
Thanks for your help guys.
I've changed the setup int so let me give it a whirl.
I don't have anything crossing the grid though.
So I will let you know if I have this problem again.
riccetts
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Posted: 30th Apr 2013 23:56
Ok guys,
I changed the setup ini and tried it. I made a level @ 588mb and another @ 535mb and I'm getting the generic error message.
Can anybody help? It's irritating me.
riccetts
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Posted: 3rd May 2013 01:51
bump
Pain
FPSC Reloaded TGC Backer
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Posted: 3rd May 2013 19:47
What models are you using on the Map that gets the error? Custom Models? or Model Packs? or only Stock Models?

do you have any custom media in the level?


PAIN!

Me = noob

and i love The TGC : )
riccetts
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Posted: 5th May 2013 04:10
@pain
I think you maybe right about custom media. I took my wall pic out of the level that had a video attach to it. It built all the levels but kinda sucks not to be able use custom items.

Thanks for the reply
If you can think of anything that may enable me to use custom media,I would appreciate it.

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