So lately I've been putting together a five or six level demo for my game. I came across an issue (expected of course), this was that it was repeatedly crashing when loading the second level, but on occasion succeeding in loading it. At this stage I was building them traditionally through the FPSC build game menu. So I searched up methods around this and found this
thread here which I took the idea from, changed it a little and applied it to my own game. The great news was that it allowed me to reliably load most of my levels. I say most of, because after some testing I found two levels that I couldn't load, which suspiciously enough were larger levels.
I looked into the levelbank folder of the built games and noticed one of the levels was 13 - 12.5mb while the other was 11mb. With a bit of level optimisation, LMQ reduction I quite proudly managed to knock these levels down to 9.4mb each without sacrificing too much quality. My third level, sitting at 8.9mb loads safely and has done plenty of times, enough for me to be confident in it. However, the 4th and 5th levels would always crash when the load bar was right at the end.
This brings up one of my questions. Tested individually, (as in built one level, then ran that level as a game itself) the 4th and 5th levels load, ever at higher level sizes. Why is it that levels will load on their own but when placed into a game, crash? This has me stumped. Well,it may have something to do with data that carries over eg variables, weapons, etc and this data tips the next level over the cap, but that could be completely wrong. Regardless, I'm left with a crashing level, so I work around it.
The obvious answer may be to simply 'reduce' the size of my level, and it may come to that, but doing that
will comprimise on the quality of my level. Maybe that was down to not planning the level most effectively from the start (still learning as a developer) but this is why I came to the forums, there may be someone who has some helpful words. If someone knows a way to help my problem and that my levels in their current quality (at the least) can be loaded assuredly, its just something I'm missing or not doing right, or can give some advice on better optimisation.
If my levels can somehow be further optimised to keep their current quality but bring their size down to a reasonable size then that would be greatly appreciated.
I just thought I should mention, I'm using v120 beta 17a, lightmaptexsize=1024 and lightmapquality=20/30/40, always changing but at the moment at the lower 20.
Thanks,
Burger

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