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Re: E1005 - Help [Re: pegamode] #348163
11/23/10 09:43
11/23/10 09:43
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline OP
Expert
William  Offline OP
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Will this problem be fixed? It only happens when running the engine through SED/WED and not the published version. The reason I need it fixed is that I have some levels that won't even load up once because the engine consumes so much memory(1.7GB+). This means I have to cut back on texture resolution and art assets that could otherwise be much much better.

Thanks.


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: E1005 - Help [Re: William] #348168
11/23/10 12:25
11/23/10 12:25
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
I thought pegamode already found the problem?

Re: E1005 - Help [Re: jcl] #348175
11/23/10 14:42
11/23/10 14:42
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline
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pegamode  Offline
Serious User

Joined: Feb 2006
Posts: 1,011
Germany
In my case I only get the error if I run my project in debug mode (I don't know why debug mode consumes about 1GB more memory, but I think there will be a simple reason).

William seems to get the same error although he is not running his project in debug mode, but by just starting it from SED / WED.

Re: E1005 - Help [Re: pegamode] #348181
11/23/10 15:46
11/23/10 15:46
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
There are two reasons for that. First, when the engine is started in debug mode, it allocates more memory for code and variables. When you have a huge script and use large arrays, this can use a lot of memory, up to 100 MB or more.

The second reason is that the engine runs as a SED process in debug mode, meaning that you have to terminate SED after a debug session. Otherwise the memory is not freed and accumulates with every debug run. Of course this does not happen when you only start your project, without debugging.

When you start it from WED with the map open at the same time, you need at least twice the memory. Once for the engine and once for the map in WED. For fixing this, just don't have several programs consuming huge memory amounts running at the same time. Better start the engine with SED, or even better, start it directly with a shortcut or from a command line.

Re: E1005 - Help [Re: jcl] #348236
11/24/10 11:33
11/24/10 11:33
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline OP
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William  Offline OP
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
I'm just clicking the black run button in SED to play. I don't ever use the debug mode or anything, and just tried WED for testing. From what I gather, the black arrow button should not be causing this?


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: E1005 - Help [Re: William] #348261
11/24/10 15:40
11/24/10 15:40
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Correct. The black run button just starts the engine with the name of your script and the command line options you've set up.

When your game consumes a different amount of memory dependent on in which folder you start it, the first thing I'd do is comparing the files in the publish and development folders.

Re: E1005 - Help [Re: jcl] #348316
11/24/10 23:06
11/24/10 23:06
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline OP
Expert
William  Offline OP
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Do you mean my work folder? Should I take out anything not related to the game? Does it read subfolders as well?


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: E1005 - Help [Re: William] #348359
11/25/10 13:35
11/25/10 13:35
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
As far as I've understood you, your problem was that when you start your game from the work folder, it consumes more memory than when you start it from the CD folder? So check any file differences in the work folder and path, compared to the CD folder. I mean files with the same name, but different content or different size.

Re: E1005 - Help [Re: jcl] #348393
11/25/10 22:48
11/25/10 22:48
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline OP
Expert
William  Offline OP
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Yeah, I found some image files and deleted them. The memory is still huge but at least I can run and test now. I am running the game from the work folder for testing only.


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: E1005 - Help [Re: jcl] #366676
04/06/11 10:05
04/06/11 10:05
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline OP
Expert
William  Offline OP
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Well this problem reared it's ugly head again... after switching to windows 7 32 bit I cannot get the game to even run through "test mode" in SED. It just loads the game up and takes about 1.6GB in the memory counter of the taskbar. It then crashes instantly with directx errors. Windows 7 uses more memory natively than XP did.

So... I tried re-installing A8 with the latest edition, created an empty work folder, and the copied and pasted the files from my demo folder. In total the whole Gstudio folder is 900 MB.

But that did not matter, the problem is still there! It consumes 1.6GB for a 900MB folder.

The problem does not appear if I publish the game. The game in the published folder uses the exact same resources I put in the work folder and only takes 400MB to load up.

Any ideas on this problem? It looks like it's gotta be an engine issue only relating to the non-published engine.

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