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FPSC Classic Bug Reports / Runtime Error 3001 - Could not load sound at line 40464

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Muzzles56
15
Years of Service
User Offline
Joined: 28th Feb 2010
Location: Ireland
Posted: 24th Nov 2013 14:23
I am using a community segments pack and it uses a tile floor that uses the cloth material sounds. I do not know how to set a new set of footsteps for it, so I just made 4 new sounds (for 6clothA1-6clothA4) because it sounds like it would work in theory. When I go to test the level, I get Runtime Error 3001 - Could not load sound at line 40464. It is the cloth sounds causing this because when I put them back to normal, it worked fine.

Specs: AMD FX-8120 8-Core Processor (3.1GHz) / Radeon 7770 / 16GB RAM / Windows 8 Pro 64 Bit

DozenRooms: http://gamejolt.com/games/other/dozenrooms/15041/
The Tall Man
11
Years of Service
User Offline
Joined: 16th Nov 2013
Location: Earth
Posted: 17th Dec 2013 00:33 Edited at: 17th Dec 2013 06:37
I've noticed that FPSC cannot handle some broken links to files. Others it doesn't seem to care about. But I've found also that if the map is really big, with many many MB of textures - if it overflows your video memory, it just makes the textures in the game malfunction. And if it overflows the video memory severely enough, then it will pop up with a runtime error saying it can't load a particular file, even when that file is right there. FPSC is a very buggy program with poor memory management.

As a work-around, you can convert your textures to smaller, more compressed formats. For example, DDS formats to DXT1 or that breaks the image because of the alpha, then DXT2. So many DDS files are passed around uncompressed, and it really adds up for big games.

Edit:
Also, if you've ever explored a .dbo file in DarkGDK that was created by FPS Creator, you'll see that there are absolutely rampant object conflicts, frivolous repetitions and redundancies. I'd say the files that thing puts out probably run at around 8% efficiency (as a loose guess). Each segment has its own floor object, ceiling object, and wall object - nothing is combined. So a single floor in a big rectangular room, for example, instead of having 4 vertices for the whole room, there are probably 6 per segment, multiplied by however many segments make up that one room with a consistent floor, and they're all stitched together - really REALLY bad! Most segments also texture sides of walls, floors, and ceilings, that never get seen during the game (like from outside of the universe). And again, not uncommon to see overlapping planes that manifest in rendering conflicts. With all that, it's no wonder FPSC games run so poorly.

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