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dmapping and testing in same session


grayman

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I reached a milestone yesterday.

 

Apparently the size/complexity of my map no longer allows me to dmap and test in the same session. If I dmap, then map, the game crashes with a malloc error. If I dmap, quit, restart, and map, everything works fine.

 

Looks like there's a memory issue.

 

Just a note in case others have a game crash they're chasing down.

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Go into your map in DR. Go to the menu "Map" -> "Map info..."

 

Could you give me a total entity count, total brush count, and total "shaders used" count?

 

 

Just a note: Unless your map is more complex than A Night Out on the Town (NHAT Mission 2/3), you've likely got plenty of space for expansion (Also take into account visportalling, proper func_static-ing, AAS/monsterclipping, and worldspawn optimizations).

yay seuss crease touss dome in ouss nose tair

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Yes, just adding a few good visportals can "fix" a lot of that sort of thing, helps chop up the memory handling into manageable chunks

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7244 brushes

1256 patches

2845 entities

245 shaders

369 models

106 skins

tons of visportals

 

I have a memory utility running all the time, and with nothing else running, it shows:

 

22% before I start TDM.

 

26% with TDM idling at the main menu.

 

Start dmap . . .

 

54% when dmap completes.

 

52% after a couple minutes of idling at the main menu again.

 

4Gb memory.

 

Given the two quite different memory usage levels before and after dmap, it looks like dmap is hanging onto nearly all the memory it requested to crunch the map and create output files.

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That's not too bad. That's about the level of Politics before I took a crack at optimizing.

 

Given the two quite different memory usage levels before and after dmap, it looks like dmap is hanging onto nearly all the memory it requested to crunch the map and create output files.

That could very well be. Dmap *was* intended to be a developer's tool, and not necessarily perfected.

yay seuss crease touss dome in ouss nose tair

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