Interiors limited to one?
by Erik Madison · in Torque Game Engine Advanced · 08/29/2004 (12:20 pm) · 13 replies
I'm recreating the stronghold mission for TSE. The editor will only let me load one instance of any interior. eg, one dock, one cottage, etc. Load a second one and it instantly crashes. I haven't attempted to debug any further...
About the author
#2
08/29/2004 (12:55 pm)
That was my first thought :) No, it didn't make a difference.
#3
08/29/2004 (2:44 pm)
Are you using the original interiors? If so, then even the first one should not work according to GG as they need to be recompiled with the TSE tools.
#4
08/29/2004 (5:15 pm)
I recompiled everything. I've got normal maps generated for most of the original stronghold mission textures as well. Every interior works and looks good, but only if I use one instance.
#5
08/29/2004 (6:44 pm)
If you are not comfortable with the debugging, you can email me the files I would need to recreate the crash and I would be glad to try and find a solution or at least find the problem.
#6
08/30/2004 (11:33 am)
I did a very quick debug this am, and it puked in the lightmap code. I was running late though, so I had to shut down. I'll get back to it later today perhaps, and see if I can't trace it down a bit more.
#7
08/30/2004 (11:43 am)
This is a known bug. We haven't hit it real hard because a lot of code around it is going to get re-written anyway. You can get around it by copying your .dif file for each copy you want in the mission. Sorry, I know it sucks, but we'll get to it down the line...
#8
I had done some debugging, but since its a moot point... The only things really duped in stronghold were the docks and pilings. But since water is out for a bit, they aren't really needed.
08/30/2004 (1:17 pm)
Okay :)I had done some debugging, but since its a moot point... The only things really duped in stronghold were the docks and pilings. But since water is out for a bit, they aren't really needed.
#9
09/15/2004 (11:07 am)
Is a fix for this problem planned for Milestone 1?
#10
09/15/2004 (1:25 pm)
I know what is causing the error, but not how to fix it.
#11
09/15/2004 (3:32 pm)
Justin - no, but I will get on it right after IGC if you need a fix for XBox.
#12
For now, I'm just putting in the unique interiors into the mission and using that as a guage for memory use. I'm assuming that when the interior bug is fixed - duplicate interiors in the mission shouldn't take much, if any, extra memory.
Does that sound like a fair assumption?
09/16/2004 (5:29 am)
Thanks Brian, that would be great if it could be fixed. I'm actually running into memory issues now because with the duplicated interiors, the textures all seem to be getting loaded again and again for each duplicate instead of pulling from the cache. This is resulting in hitting the 64mb limit we have to work with.For now, I'm just putting in the unique interiors into the mission and using that as a guage for memory use. I'm assuming that when the interior bug is fixed - duplicate interiors in the mission shouldn't take much, if any, extra memory.
Does that sound like a fair assumption?
#13
If you are hitting the 64MB limit from textures, I'd look at using texture compression. That will save a ton of memory, and it would be fairly easy to shoehorn into even the old Texture Manager.
09/16/2004 (11:33 am)
The textures should not be getting duped unless the texture path is different for your duped interiors. I hope Ken didn't goof something with the resource loading. If you are hitting the 64MB limit from textures, I'd look at using texture compression. That will save a ton of memory, and it would be fairly easy to shoehorn into even the old Texture Manager.
Torque Owner Gonzo T. Clown
Try to create the buildings in a manner where they will NOT touch each other or even colose to touching and see if it still crashes, if it doesn't I'll know exactly how to fix the problem.