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Run out of transform space for ghoul2 Models. Adjust MiniHeapSize in SV_Spawn Server


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Posted

3b7c22ad97.jpg

 

It happens when an user attacks another, a concrete one.

 

What is happening? Memory leak?

Smoo likes this

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Posted

This is due to a specific model in your base folder using too much memory. What models/skins do you have?

 

Default JA+ Sabers.

 

Nothing else, and I removed them.

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Posted

On your client as well?

 

They are still on the client

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Posted

The message is happening on your client.  It would say server disconnected if the server produced the error.

 

Also you should probably update your OpenJK to a newer build ._.

Posted

The message is happening on your client.  It would say server disconnected if the server produced the error.

 

Also you should probably update your OpenJK to a newer build ._.

 

I don't have it compiled :c

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  • 1 year later...
Posted
I understand. I believe that change the heapsize easier than edit a large number of models. IMHO.

and I have not a typical case: the specific character model and saber - ok, the same model, a saber and a second saber  - the game crashes. Another model of the same character and saber - ok. The same character model and other saber - ok. wtf?

I was looking in the source code OpenJK phrase "heapsize" but could not find that be changed to increase the size of this heap buffer.

 


I love playing with bots, and when the number of bots up to 20 becomes difficult to play, everything begins to slow and lag.

I do not know whether this affects the heap size.


 

 

sorry for my bad English.
  • 2 weeks later...
Posted

Yes, but why would you? The issue arises from poorly optimized models. Those models should probably be optimized better.

 

I do not want to use OpenJK- can you please tell me how to increase the limit? 

Or rather can someone?

Posted

It's the same in both OpenJK and in the original source release. Just find the error (CTRL+F) and change the number.

 

I'm sorry, I don't know where to go to find the error and I don't know what you mean by "change the number" again I apologise. 

Posted

I'm not feigning ignorance just to annoy you btw if you suspect that.

I know I come off dull right now but I could use a tutorial or instructions of some sort on where to find the code, what to open it with and what line needs changed and how. 

Posted

No, I understand. I'm just a bit busy at the moment so I couldn't afford a proper reply-

There are three pinned tutorials in the Coding section of the Tutorisls. Those should be enough to get you started. I very strongly recommend you use OpenJK, as fixing the game to compile with modern compilers is not a small task, especially for a beginner.

 

Once you've got the game compiled, let me know and I'll walk you through what to change.

GrandThrawn65 likes this
  • 8 months later...
Posted

No, I understand. I'm just a bit busy at the moment so I couldn't afford a proper reply-

There are three pinned tutorials in the Coding section of the Tutorisls. Those should be enough to get you started. I very strongly recommend you use OpenJK, as fixing the game to compile with modern compilers is not a small task, especially for a beginner.

 

Once you've got the game compiled, let me know and I'll walk you through what to change.

just out of curiosity, what if you were to make a mod that uses these high-poly models, how could you get the mod to work on openjk

Posted

just out of curiosity, what if you were to make a mod that uses these high-poly models, how could you get the mod to work on openjk

I wouldn't know, as I haven't tried. But just as a guess, you'd have to raise the transform memory limit, adjust MAX_MODEL_VERTS and a bunch of other variables. It should actually be simple in theory but I suspect you'd get a loss in performance.

Posted

I wouldn't know, as I haven't tried. But just as a guess, you'd have to raise the transform memory limit, adjust MAX_MODEL_VERTS and a bunch of other variables. It should actually be simple in theory but I suspect you'd get a loss in performance.

safe to say that this is an idea that hasn't been explored yet, the only mod i can think of that uses openjk is jedi fighters

Posted

safe to say that this is an idea that hasn't been explored yet, the only mod i can think of that uses openjk is jedi fighters

There's actually a lot more mods that use OpenJK than just that - JA++ uses it, JKG migrated to the codebase, JK:Enhanced was based on the codebase, and MB2 even has an OpenJK version now. I'm curious to see if you can make it work without killing performance.

Posted

There's actually a lot more mods that use OpenJK than just that - JA++ uses it, JKG migrated to the codebase, JK:Enhanced was based on the codebase, and MB2 even has an OpenJK version now. I'm curious to see if you can make it work without killing performance.

only time will tell :]

eezstreet likes this
Posted

It will kill performance :P collision for ghoul2 models is per triangle and having to update all the triangles when it animates kills performance.

How exactly does the Ghoul2 collision work? With respect to LODs... I mean what if LOD0 (when actively drawn on screen) used LOD1 for collision calculations? And LOD1 used LOD2 for collisions, and so on? then you would never be using LOD0 (the most detailed mesh for collision calculations... wonder if that would work... and how that would look?

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