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?
tater,
I have looked them over carefully, and there appears to be absolutely no difference in appearance, or physical dimensions.
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?
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.
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.
Also just to let you know I loaded a default map with no added objects. So the error is with the default map alone.
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?
Also just to let you know I loaded a default map with no added objects. So the error is with the default map alone.
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.
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.
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...
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]