Product Chat / Story zone turned into trash

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0Timon0
7
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Joined: 22nd Aug 2017
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Posted: 10th Jul 2019 11:20
How to use story zone now?
If you disconnect the audio and video tracks there is complete dissynchronization.
Is there any way to do something more or less decent of all this?
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Ertlov
GameGuru BOTB Developer
17
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Joined: 18th Jan 2007
Location: Australia
Posted: 10th Jul 2019 13:41
Actually, you can have it in synch but you must recode the MP4 to a framerate of 25 fps.
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."
GubbyBlips
5
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Joined: 14th Jan 2019
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Posted: 10th Jul 2019 17:24
Ertlov; While we are bringing this up, any idea why a story zone and an image zone
would get mixed up in a stand- alone?!
This happened on my very first game attempt- - well second one, that I put a lot
of effort trying to develop a story with-- including video, audio, images etc, etc.
But I gave up because of stand- alone issues. Items disappeared, and then a few
zones somehow got mixed up! Worked great in test mode though... hmmm?!
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Ertlov
GameGuru BOTB Developer
17
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Joined: 18th Jan 2007
Location: Australia
Posted: 10th Jul 2019 22:33
I would bet on some kind of memory issues. Howclose were you to the memcap?
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."
synchromesh
Forum Support
10
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Joined: 24th Jan 2014
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Posted: 10th Jul 2019 23:47
Does this help fix that ?
In the latest beta
Quote: "We cleaned up memory use when playing video and only uses memory for videos actually played and added two new SETUP.INI fields called videoprecacheframes=1 and videodelayedload=1 to control this. Also on memory, for games that don't use AI at all, new fields called aidisabletreeobstacles=0 and aidisableobstacles=0 will save you around 300mb on average per level."
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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GubbyBlips
5
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Joined: 14th Jan 2019
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Posted: 11th Jul 2019 02:30
Is there a way to check this memory cap?
Also are levels loaded individually or separate into memory?
I had one huge level and a couple more what I would consider medium
sized-- though I have no idea on how to relate them to regulation "specs"?

The "huge" one mostly consisted of a fairly large building built with very many
pieces, many trees and just a bit of other stuff. That's not the one that had the
mixed up trigger zones. The level that did that seemed pretty average to me.

I didn't really think they where over the top considering other examples
that have shown up on the showcases... ?? I could be wrong however.
Any more work happening for memory since we won't be getting a 64 bit build?
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Teabone
Forum Support
18
Years of Service
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Joined: 8th Jun 2006
Location: Earth
Posted: 11th Jul 2019 03:29
Quote: "Also are levels loaded individually or separate into memory?
"


you can make them load and unload in the setup.ini however i do not believe variables will carry over (weapons and etc)
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3com
10
Years of Service
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Joined: 18th May 2014
Location: Catalonia
Posted: 11th Jul 2019 17:09
memcap Should be resources base, in another words, it should be stablished depending the resources you has, via automatic resources info generator, and/or manually done by user via setup.ini file.
In parallel there should be a process that is responsible for checking if the system needs part of those resources, to release / recover them , when necessary.
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
2d graphics mark: 947.9
3d graphics mark: 8310.9
memory mark 2584.8
Disk mark: 1146.3
Passmark rating: 3662.4

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DVader
20
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Joined: 28th Jan 2004
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Posted: 11th Jul 2019 18:28
These sort of issues are the ones that need to be addressed ASAP. Stand-alone's have had weird issues forever now. It can be a bit of a shock, after testing a game for weeks fine in editor to then find the standalone does not play ball Missing objects, objects that stop animating for no reason, I've even seen npc's running on the floor rotated 90 degrees so they are side crabbing. I've likely forgot a lot of others, but this is why most of us prefer bug fixes to new features at this point.
SPECS: Ryzen 1700 CPU. Nvidia 970GTX. 16 Gig Memory. Win 10.
3com
10
Years of Service
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Joined: 18th May 2014
Location: Catalonia
Posted: 11th Jul 2019 21:20
Quote: "but this is why most of us prefer bug fixes to new features at this point."

Yes, this is one reason among many others.
Standalone should have a dedicate settings windows and there we can set standalone game settings, and some sort of create standalone button, and so on.
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
2d graphics mark: 947.9
3d graphics mark: 8310.9
memory mark 2584.8
Disk mark: 1146.3
Passmark rating: 3662.4

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DVader
20
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Joined: 28th Jan 2004
Location:
Posted: 11th Jul 2019 21:34
I would be happy if a standalone ran the same as the editor version does myself It's pretty important for a decent dev enviroment. I agree we need a better way to have multiple games on the go and not mess up each in standalone mode as well. I for one, tend to get bored and to keep interested tend to have more than one project on the go.
SPECS: Ryzen 1700 CPU. Nvidia 970GTX. 16 Gig Memory. Win 10.
GubbyBlips
5
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Joined: 14th Jan 2019
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Posted: 12th Jul 2019 18:07
Yes, 1000%
Like, what's the point, and how can someone predict the final product
when standalone warps? The thing of it is, I'm not sure if I see much of
this standalone issues being addressed on the bug fixing forums?
If I'm missing something -- radical- let's do it!
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LeeBamber
TGC Lead Developer
24
Years of Service
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Joined: 21st Jan 2000
Location: England
Posted: 12th Jul 2019 20:00
@GubbyBlips : We do have some issues on the issues board relating to standalone, but if you find something not on there, please do post them yourself with details so we can reproduce and fix it for the next updates, thanks!
PC SPECS: Windows 10 64-bit, Intel Core i7-8700K, NVIDIA Geforce GTX 1080 GPU, 16GB SYSTEM RAM

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