Sauer crash when browsing large number of custom textures |
by _Fanatic
on 04/30/2006 04:42, 10 messages, last message: 05/01/2006 09:01, 1030 views, last view: 04/28/2024 16:34 |
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I'm using a completely new texture set with the latest version of Sauer, and when I get about 80% through the list, I get one of those generic "memory could not be read" errors with some offsets.
The textures I'm using are all 256x256 jpg's with very little compression, total size is around 60 megs (597 textures total).
My video card has 256 megs on it (NVidia GeForce 6800, latest drivers), and my system has 2 gigs of system RAM.
Anything I can do to help get this one fixed (other than use smaller or fewer textures)? :)
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#1: .. |
by Aardappel_
on 04/30/2006 23:47
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first of all, you're currently limited to 256 textures in a list. I couldn't get it to crash myself... and opengl would not crash on 60 megs of textures even if you had less memory. Though 60 megs is the on-disk size? since jpegs are a lot larger in memory... 256x256x3 = 192k, x600 = about 120 megs, still not a lot.
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#2: Sauer crash when browsing large number of custom textures |
by MitaMAN in the cave
on 04/30/2006 23:53
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Hello _Fanatic!
I'm not a 100% sure, but I thought that the "mapname.cfg" had a 256 quantity texture limit per map, just like CUBE. BTW, if 256 is not the limit for textures, what is?
It's good to see your mapping again, looking forward to seeing some new _Fanatic map(s).
MitaMAN
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#3: Re: Sauer crash when browsing large number of custom texture |
by MitaMAN in the cave
on 04/30/2006 23:55, refers to #2
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Oops, didn't realize Aard was answering this post as I wrote mine.
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#4: it should be fixed |
by Aardappel_
on 05/01/2006 04:37
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just added support for texture lists up to 64k items, and made sure you can browse long lists.
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#5: Re: .. |
by _Fanatic
on 05/01/2006 04:40, refers to #1
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Yes, the disk size is about 60 megs.
I didn't know there was a limit to the number of textures. :)
Would be better if the engine gave a polite in-game error when loading the cfg file saying "too many textures pally, 256 max, you tried #" or something.
I guess I'll have to be more selective of the textures I want to use in the meantime. :)
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#6: Re: it should be fixed |
by shadow,516
on 05/01/2006 05:14, refers to #4
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Wait... 64,000 textures? Isn't that a bit of overkill?
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#7: Re: it should be fixed |
by eihrul
on 05/01/2006 05:38, refers to #6
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Computers don't manipulate quantities between 8 and 16 bits very well. So you have a choice between too little or too much. Take your pick. :)
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#8: Re: it should be fixed |
by pushplay
on 05/01/2006 07:45, refers to #7
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2^16 is 65,536 though.
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#9: Re: it should be fixed |
by eihrul
on 05/01/2006 08:09, refers to #8
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And 64k = 64 * 1024 = 65536...
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#10: Re: it should be fixed |
by pushplay
on 05/01/2006 09:01, refers to #9
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No one uses that definition of K but shyster hd manufacturers. :P
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