I have XP and a mere 2 gb of RAM, so yes, I know I should add memory.
I plan to move to Windows 7 and get 2gb more of RAM, but, I was wondering if anyone with 4gb of useable memory is STILL getting out of memory errors when creating a builder to player export.
I am only exporting my custom areas, not core stuff, and the file is 30mb when completed, so it seems odd it runs out of memory.
The only way I can create the build is to close the toolset and reopen it, and then, without opening any areas or levels, export it.
Builder to Player out of memory error
Débuté par
georage
, nov. 25 2009 06:54
#1
Posté 25 novembre 2009 - 06:54
#2
Posté 25 novembre 2009 - 07:21
Yes, the toolset is a Win32 app, so it can't handle a full 4 gigs of memory. There is a workaround here: http://social.biowar...1689/blog/707/. Still, you'd need a 64bit OS to benefit from it.
#3
Posté 25 novembre 2009 - 07:36
OK, but surely if a mod with 2 areas takes about 2gb of memory to export, no machine will be able to export even the smallest of modules!
Something has to change with memory management for real campaigns to be built.
Is anyone else working on a campaign module and successfully exported a reasonably-sized mod? I figure our mod will have 16 or so areas ... I better start saving up for that 16gb of RAM!
Something has to change with memory management for real campaigns to be built.
Is anyone else working on a campaign module and successfully exported a reasonably-sized mod? I figure our mod will have 16 or so areas ... I better start saving up for that 16gb of RAM!
#4
Posté 25 novembre 2009 - 07:55
georage wrote...
OK, but surely if a mod with 2 areas takes about 2gb of memory to export, no machine will be able to export even the smallest of modules!
Something has to change with memory management for real campaigns to be built.
Is anyone else working on a campaign module and successfully exported a reasonably-sized mod? I figure our mod will have 16 or so areas ... I better start saving up for that 16gb of RAM!
hmm, i succesfully created a adzip-Module for the HD-Textures Mod (1 GB+ Filesize) as i wanted to be able to turn ehm on/off ingame and not by moving/deleting files manually - i used the workaround for the app addressing more than 2gb though - using win 7 x64 and 16GB ram atm
#5
Posté 25 novembre 2009 - 09:53
I've got 3 gigs of RAM myself and cannot open a 10 meg save file to apply my custom face morph. Toolset wants buggering 3.5 gigs just for that.
#6
Posté 25 novembre 2009 - 10:04
AND04 -- So you think the max RAM used by the toolset is 3.2 gigs (as mentioned in other threads)?
I am curious at what sort of memory usage readings you get when doing an export with 16 gigs of accessible RAM.
I am curious at what sort of memory usage readings you get when doing an export with 16 gigs of accessible RAM.
#7
Posté 26 novembre 2009 - 12:07
The GFF editor and ERF editor are particularly inefficient in terms of memory usage, and unfortunately it looks like it'll require a rewrite to really clean them up properly.
We'd _like_ to do that, mind you. It'd be helpful for internal use as well. But it might not happen very quickly.
We'd _like_ to do that, mind you. It'd be helpful for internal use as well. But it might not happen very quickly.
#8
Posté 26 novembre 2009 - 12:31
Still, even a couple/few little tweaks would help some of us alot if possible.
Modifié par Axe_Murderer, 26 novembre 2009 - 12:37 .
#9
Posté 09 juin 2011 - 05:18
8Mb --> >3Gb, that's a factor of (lets see... ) about 450 or so. That's pretty bad memory complexity - what is it, like 2.8 ^ x ? Any chance we can get some kind of fix?





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