Default maps with memory leak
#16

The quays at Midway and Wake are in the wrong places anyway. I might try rebuilding them such that they don't touch and see what happens.

Does anyone know the difference between the 2 small quay objects?
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#17

tater,
I have looked them over carefully, and there appears to be absolutely no difference in appearance, or physical dimensions.
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#18

I made a new Midway with the quays deleted, no console errors.

I made a map with a rebuilt quay where none touched at all, they were just on the map... same errors as stock.

It's NOT overlap.

Are there any maps with those objects that don't exhibit this behavior?

I might try modding the sim file to add a collision object...

Can the object itself be defined as the collision object?
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#19

Right now the simple solution would be a no quays at all version for testing.

If that is acceptable, I will make a new mod quickly for you guys with no quays on midway to test for the memory issue.

If this solves it, I'd say the short term solution would be to use no quays on the Slot MAP, but instead use them only on a template mission file, perhaps.
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#20

Thanks for the work. Yep first thing I would like to do is get rid of errors then test. Our squad has a mission we used last Saturday that caused problems. I will test and see if it works. Someone posted at SEOW that he saw a pattern with maps with no errors ran smoothly vs default maps with errors that had memory problems. I would like to test this.

Thanks

Here is a link to our site to validify my sincerity in this matter. Also any hard work you do hopefully will not go in vain. I would like to solve this memory issue.

http://www.airgroup51.com/
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#21

Yes, we need to do this testing right, and confirm the cause of the memory leak issues. I have seen many, many folks on the Ubi.zoo reformatting HDs, and reloading the sim, based on half-baked analysis and conjecture.

I also noticed that the collision errors in the log file existed before most of the static objects were added, so I do not think object overlap is the issue.
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#22

Also just to let you know I loaded a default map with no added objects. So the error is with the default map alone.
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#23

It's not overlap, i added the objects in question well apart from each other. It's the objects. What map shows no errors? I should add a quay and see if it has an error then.

I have a quay-less midway, not sure if it's in the rules to post it generally.

The tree objects I have seen reference to as console errors also have no collision object in the sim file.

COuld it be that the game goes looking for a collision object for them and the fix is to add one?
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#24

Also just to let you know I loaded a default map with no added objects. So the error is with the default map alone.
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#25

Quote:[MAP]
ColorMap = map_c.tga
HeightMap = map_h.tga
SmallMap = map_M.tga
TypeMap = map_T.tga
FarMap = map_F.tga
ReflMap = map_R.tga

[LIGHT]
LandLight = LandLight.mat
CloudShadows = CloudShadows.mat

[MAP2D]
ed_m01.tga
ed_m02.tga

[MAP2D_BIG]
OutsideMapCell = 28
tile tile.mat
sizeX 499200
sizeY 400000
ofsX 179200
ofsY 0

[WORLDPOS]
CAMOUFLAGE = DESERT
MONTH=7
DECLIN = 10
PRESSURE = 745
TEMPERATURE = 25

[CUBE]
Down = Cube_bott.tga
East = Cube_right.tga
North = Cube_front.tga
South = Cube_back.tga
Up = Cube_top.tga
West = Cube_left.tga

[static]
actors.static
[text]
texts.txt

[WOOD]
;Wood0 = forest/summer/Wood0.tga
;Wood1 = forest/summer/Wood1.tga
;Wood2 = forest/summer/Wood2.tga
;Wood3 = forest/summer/Wood3.tga
;Wood4 = forest/summer/Wood4.tga

Wood0 = forest/summer/les00.tga
Wood1 = forest/summer/les01.tga
Wood2 = forest/summer/les02.tga
Wood3 = forest/summer/les03.tga
Wood4 = forest/summer/les04.tga


WoodMask2 = forest/summer/ForestMask.tga
WoodMask3 = forest/summer/ForestMask2.tga
WoodMiniMasks = forest/summer/MiniMask.tga
SideWood = forest/summer/ForestSide.tga

[APPENDIX]
HighClouds = Clouds256.tga
HighCloudsNoise = CloudsNoise.tga
// CloudsMap = CloudMap4x4km.tga
Moon = Moon\Moon0000.tga
ShadeNoise = land/SandNoise.tga
WaterNoise = water/WaterNoise.tga
WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga
ForestNoise= forest/summer/ListForestNoise.tga
BeachFoam = water/PacificFoam_.tga
BeachSurf = water/PacificBeachSurf.tga
BeachLand = water/RiverLand.tga
CoastBumpNoise = water/CoastBumpNoiseDimas.tga

Tree0 = Trees\AlteredBush9a.tga
TreeLightMask = Trees\LightM256.tga

[WATER]
Water = water/PacificWater.tga
WaterColorATI = 0.140 0.175 0.230
//WaterColorATI = 0.150 0.225 0.180
WaterColorNV = 0.140 0.185 0.268
//WaterColorNV = 0.165 0.264 0.233


[ROADS]
Rail = land/summer/Rail
Road = land/summer/Road
Highway = land/summer/Highway

[FIELDS]
LowLand0 = land/summer/LowLand_1.tga,2
LowLand1 =
LowLand2 =
LowLand3 =

MidLand0 = land/Pacific/Midway01.tga
MidLand1 = land/Pacific/Midway02.tga
MidLand2 =
MidLand3 =

Mount0 =
Mount1 =
Mount2 = land/Pacific/Midway06.tga
Mount3 = land/Pacific/Midway07.tga

Country0 = land/Pacific/Midway08.tga
Country1 = land/Pacific/Midway09.tga
Country2 = land/Pacific/Midway10.tga
Country3 = land/Pacific/Midway11.tga

City0 = land/Pacific/Midway12.tga
City1 = land/Pacific/Midway13.tga
City2 =
City3 =

AirField0=
AirField1=
AirField2=
AirField3=

;Wood0 = forest/summer/forestGr.tga
Wood0 = land/summer/mount.tga
Wood1 =
;Wood2 = forest/summer/forestfar.tga
Wood2 = forest/summer/lesfar.tga
Wood3 =

Water0 = water/water.tga
Water1 = water/water.tga

Water2 = water/CoralCoastLine.tga, -2
Water3 = land/summer/grnd/fields_proc013.tga
;Water3 = water/Beach.tga

make a file: MODS\MAPMODS\Midway\load.ini

copy this text into it


change this Water2 = water/CoralCoastLine.tga, -2

to
Water2 = water/CoastLine.tga

or


Water2 = water/CoralCoastLine.tga

it will improve fps

'-2' means that the texture is hi-res, + this one is animated too

building overlapping isnt an issue, most campaign builders do that
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#26

Quote:building overlapping isnt an issue, most campaign builders do that


That could be true. I did hear that it is more effecient to have the default map with the objects there vs adding them in.

Imbedded objects COULD be handled different then added objects. I want to start with a clean map with no errors. and go from there. There are maps with no errors that have no memory problems.

Few objects, few planes and short missions which most fly will have less of a problem. Take 20 people in a campaign and fly for 90 minutes and problems will happen on some maps and other maps there are no problem.

I am starting with the Midway map which was always a problem and tryin to figure it out.

I do not think it is the randomness of mission building because it consistently works or does not work with big missions on the default maps. Some have reported that default maps with no errors seem to play smooth consistently vs those that have errors to start with. Trying to figure out is it a coinsidense or fact.

So VPmedia any help would be appreciated.
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#27

I tried to open all the "no errors" maps like Lvov, etc, and got an out of memory error. Other maps open fine in map editing mode. Odd.
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#28

Sorry to say, but things arent that simple Smile

You need to take in account the:

- hardware (processor, vidcard, ram)
- software (windows version, service packs, drivers, hd fragmentation)
- graphical settings of the game
- the specific mission which was used to test

In my opinion with fast hardware (core2duo, geforce 8000 series card) you wont have any "memory leaks" at all, so we should rather use the term "optimizing for slower hardware" Smile
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#29

I am also certain that objects touching is not the problem....the Compans 32sqn campaign contains many many buildings made to look different by nesting them...
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#30

I think the thought might have been that objects touching in actors.static, not the mis files might have been an issue resulting in the error codes. I demonstrated that this is incorrent on a sample Midway map by separating all the quay objects, and I got the exact same error codes.

I think the error codes are organic to the objects in question. I bet if you placed a quay object on a map with no console errors you'd get one.

tater[/i]
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