I knew you would say that. Yes of course it may be possible for FPSC to suck up all memory on any system no matter how large. The point is it should not and there are erronous reasons or reasons of inefficiency in the programme for it doing so - thats the point. Some of them known and documented by TGC.
Anyways a guide for you.......
3.4mhz Pentium4 dual processor.
1024gb DDR ram
250gb Hard drive
NVIDIA GEFORCE FX 5700 with 256mb Video Ram
19" flat panel monitor
DirectX 9c
Windows XP home
That system should run it dont you think - it cost enough so it should - if not then I need a Silicon Graphics workstation with quad processors or something eh! No one can be serious that a system spec like that cant run FPSC without problems.
If a person cant run it on a system like that then you might as well give up thinking of distributing anything you make.
Of course under Windows - you can run out of memory anyway if you have been working away all day say with many programmes eating up memory - some of which have faults and do not release memory back to Windows when they should - its not only FPSC - but that has memory handling probs no doubt about that.
Anyway, sooner or later I will isolate all possiblities which I am working towards and may find the solution.
I may resort to a full removal and reinstall as a last resort but having worked with many programs over the years and some that have fallen over completely I would not bank on that being a solution. More likely that FPSC just wont accept loading any more entities for reasons we will never know. Only TGC may I suspect.
I do have a large quantity of textures in the level, which require a large memory consumption - though I am not quite sure what that has to do with entity loading - as I can load more segments with additional textures its just entities refuse to load.
Placing as many entities as I want of currently available ones in the library is no problem.
FPSC just has its head done in I recon.