So, I have the begining of a campign on the vault...but my players are complaining about file size of the savegame, as they believe that this is causing the game to boot them when they play my module.
My question is: Is there a way to make the savegame files for a campaign smaller (*.mod as opposed to folder, etc.)?
Supplement - could this cause a crash if it were too big (1.23 on a mac, I think)
-D
Savegame File Size
Débuté par
Darin
, oct. 19 2012 12:38
#1
Posté 19 octobre 2012 - 12:38
#2
Posté 19 octobre 2012 - 01:07
You mean the modules themselves, not people's savegames?
Yes, there are a couple. The first is that one of the terrain files the toolset produces is not necessary for players. (it's only necessary for builders, it allows you to open the area in the toolset, thus you should release those files separately for anyone that wants them). I forget which one, but it should be google-able. It's one of the two large files produced for exteriors.
The second is if you have custom sound/music, you can convert it from wav to mp3, and then use the mp3toBMU tool http://nwvault.ign.c...r.detail&id=225 to switch back to wav. It keeps the small file size of the mp3.
Yes, there are a couple. The first is that one of the terrain files the toolset produces is not necessary for players. (it's only necessary for builders, it allows you to open the area in the toolset, thus you should release those files separately for anyone that wants them). I forget which one, but it should be google-able. It's one of the two large files produced for exteriors.
The second is if you have custom sound/music, you can convert it from wav to mp3, and then use the mp3toBMU tool http://nwvault.ign.c...r.detail&id=225 to switch back to wav. It keeps the small file size of the mp3.
#3
Posté 19 octobre 2012 - 01:37
EpicFetus, you should post your beta in the Modules forum - more exposure = more bug-finding
#4
Posté 19 octobre 2012 - 02:58
In a campaign, you can have many smaller MOD files rather than fewer larger ones.
I've found the following things will drastically reduce the size of individual MOD files:
- Go easy on the grass
- Set as many objects to environmental as you can get away with
- Reduce the size of the walkable area
- More indoor areas, less outdoor areas
- Delete any blueprints that aren't necessary for spawning things in the game (you can store them as UTIs in your override folder instead)
I've found the following things will drastically reduce the size of individual MOD files:
- Go easy on the grass
- Set as many objects to environmental as you can get away with
- Reduce the size of the walkable area
- More indoor areas, less outdoor areas
- Delete any blueprints that aren't necessary for spawning things in the game (you can store them as UTIs in your override folder instead)
#5
Posté 19 octobre 2012 - 05:16
No, i do mean for the savegame files...
If you look in a savegame, it's (modulename).Z
If you look in a savegame, it's (modulename).Z
#6
Guest_Iveforgotmypassword_*
Posté 19 octobre 2012 - 07:45
Guest_Iveforgotmypassword_*
How big is each module in your campaign ?
I just looked at my saved games and the biggest one is 55MB that was from my first mod then on saves from my second mod the highest was 28MB. This is probably due to my first one being a bit of a mess with all sorts of unnecessary nonsense filling it up so if your save files are massive then I think it might be time to trim things down or split it into smaller modules as DannJ suggested.
I just looked at my saved games and the biggest one is 55MB that was from my first mod then on saves from my second mod the highest was 28MB. This is probably due to my first one being a bit of a mess with all sorts of unnecessary nonsense filling it up so if your save files are massive then I think it might be time to trim things down or split it into smaller modules as DannJ suggested.
#7
Posté 14 novembre 2012 - 04:05
Morbane wrote...
EpicFetus, you should post your beta in the Modules forum - more exposure = more bug-finding
Good idea: http://nwvault.ign.c...h.Detail&id=509





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