Quote: It seems as though it's decompressing and loading every single asset or level the game's ever going to use into RAM--and then tripling it .
i find this interestin as i heard this before aboyt gamestudio mem blout so bad it not good for anything other then small games
i did some tests on games tonight to check mem on them
heres a small list
tribes vengence beta 32 players online huge world - 173 meg sys ram
changed to smalled values on smaller maps as it should - mem managment
ut2004 32 player game huge map - 240 megs
changed to smalled values on smaller maps as it should - mem managment
painkiller single play varied from diffrent map size 150 - 300 meg
now these are massiv AAA games and they dont use as much ram as GS does
i dont know how large your game is but i think it probably not as big as any i listed
i went and spoke to some guys tonight in GG chat that had there previous project half done in GS then switched it and memory management was 1 of there reason exact same thing you have happen
it was not just music they had issue with was alot more thing including music
the game was showin near half gig in size when ran because gs was loadin every asset in mem that had been define in script
since gs does not give user any access to manage such thing as memory i think your stuck
by trying to shield all users from such thing as mem mangment they hurt more advance user that want to make larger game
there reasons
1)performance
2)render quality
3)memory management/ lack of source to fix it
now mabey these guys not know what they talkin about but they sure sound like they did
and since you got no answers around here i thought i look into it abit myself
heres example from the beta.txt
Quote: - Structs can be allocated and initialized with default values the same
easy way as with the old C-Script language, without using malloc() or
mfree(). Example:
This allocates a MATERIAL struct and initializes it with the given
values. It also defines a global MATERIAL* pointer named my_mtl, and
sets it the the address of the struct. The struct is automatically
deallocated upon exiting the program.
read this carful malloc() and mfree() are c function to dynamicaly alocate memory and free it in c language but it sound like user wont have access to this notice how mem can be alocated but not deallocated until exiting the program this == bad memory management and bad design i think
user should be able to free mem when it not needed anymore not load every asset from an entire game all at once this method games like UT would take 2 gigs sys ram lol
conitec should really clear this up because it would show why so many teams leave there product for other engines when trying to make a real sized game