no sound

Open beta forum.

Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design

VPaulus
Slitherine
Slitherine
Posts: 8326
Joined: Mon Dec 27, 2010 8:33 pm
Location: Portugal

Post by VPaulus »

Rudankort wrote:Of course, any data which exists in the game uses up memory, animations included. Do you have a lot of custom animations in your mod too? In that case they would of course occupy memory.
Remember, that with each new Attack sound, I've also to add a new animation file. It's a pity that the animation files are dependent with the sound files names or vice versa. It would be more easy if both were not related and could be configurable through efx file. I'm just cloning a lot of animations because of that.
Rudankort wrote:Memory leak is always possible, but rather unlikely. After PzC has loaded all files (anims, sounds etc.) into cache, I've never seen its memory consumption rising any more. I used to play hundreds of games in a row (in AI vs. AI mode) to see if the memory would slowly grow, but did not notice anything alarming. Maybe a bug was introduced later though, so I need to repeat this test.
I can test with 1.0. And see if there's any difference.
Rudankort wrote:In any case, with mods like your one out there, I clearly need to do something about memory optimization. I'll try to find some time for this soon.
Thanks. :D
Rudankort
FlashBack Games
FlashBack Games
Posts: 3836
Joined: Sat Aug 21, 2010 2:23 pm
Contact:

Post by Rudankort »

VPaulus wrote: Remember, that with each new Attack sound, I've also to add a new animation file. It's a pity that the animation files are dependent with the sound files names or vice versa. It would be more easy if both were not related and could be configurable through efx file. I'm just cloning a lot of animations because of that.
Ahh... yes, good point.
Rudankort
FlashBack Games
FlashBack Games
Posts: 3836
Joined: Sat Aug 21, 2010 2:23 pm
Contact:

Post by Rudankort »

How many animations exactly did you have to duplicate in order to support your extended sound set? Can you give me a rough number?
VPaulus
Slitherine
Slitherine
Posts: 8326
Joined: Mon Dec 27, 2010 8:33 pm
Location: Portugal

Post by VPaulus »

The mod has now after having cut, 310 sounds for MoveSfx and 140 sounds for AttackSfx.
I'm using 193 animations counting with the small ones for air attack.
Most of those animations are just clones from ATlight, ArtLight and AThvy.
Rudankort
FlashBack Games
FlashBack Games
Posts: 3836
Joined: Sat Aug 21, 2010 2:23 pm
Contact:

Post by Rudankort »

That's surely a lot, and could well be the problem. Animation files are big, PNGs on disk are smaller, but they are decompressed when loaded into memory...
VPaulus
Slitherine
Slitherine
Posts: 8326
Joined: Mon Dec 27, 2010 8:33 pm
Location: Portugal

Post by VPaulus »

Yes, that might be, I've thought about that.
But it would be a lesser issue, if memory could be dump off from efx after each turn or at least at the end of the scenario.
After all we have more than 400 different units to play with. :wink:
Rudankort
FlashBack Games
FlashBack Games
Posts: 3836
Joined: Sat Aug 21, 2010 2:23 pm
Contact:

Post by Rudankort »

VPaulus wrote: But it would be a lesser issue, if memory could be dump off from efx after each turn or at least at the end of the scenario.
After all we have more than 400 different units to play with. :wink:
This is certainly one of the easier solutions I'm considering. :)
VPaulus
Slitherine
Slitherine
Posts: 8326
Joined: Mon Dec 27, 2010 8:33 pm
Location: Portugal

Post by VPaulus »

End of turn or End of scenario?
Rudankort
FlashBack Games
FlashBack Games
Posts: 3836
Joined: Sat Aug 21, 2010 2:23 pm
Contact:

Post by Rudankort »

End of scenario. It does not make sense to do this on every turn, because on all turns of a scenario the units moving and attacking are roughly the same, so we would end up discarding and loading again the same files. Which would result in worse performance and no savings.
VPaulus
Slitherine
Slitherine
Posts: 8326
Joined: Mon Dec 27, 2010 8:33 pm
Location: Portugal

Post by VPaulus »

Ok. Thanks! :D
deadtorius
Field Marshal - Me 410A
Field Marshal - Me 410A
Posts: 5290
Joined: Mon Oct 20, 2008 12:41 am

Post by deadtorius »

After the latest update I have found the same issue with the T34/40.
It makes no sound when moving, or shooting. It also does not have any animation when shooting. I move up to a target and click and the target goes right into explosion and step loss, no delay for the shooting animation.

I got it in the Minsk scenario, so far it is the only Russian equipment I have captured. All the French and Brit captured tanks have worked fine so far.
Rudankort
FlashBack Games
FlashBack Games
Posts: 3836
Joined: Sat Aug 21, 2010 2:23 pm
Contact:

Post by Rudankort »

deadtorius wrote:After the latest update I have found the same issue with the T34/40.
It makes no sound when moving, or shooting. It also does not have any animation when shooting. I move up to a target and click and the target goes right into explosion and step loss, no delay for the shooting animation.
Could you please open your DLC'41 installation folder and check if there is Graphics subfolder inside and an efx.pzdat file inside it?
deadtorius
Field Marshal - Me 410A
Field Marshal - Me 410A
Posts: 5290
Joined: Mon Oct 20, 2008 12:41 am

Post by deadtorius »

started the next scenario and once again the T34/40 is working fine and being noisy again, I will check for that file for you.
deadtorius
Field Marshal - Me 410A
Field Marshal - Me 410A
Posts: 5290
Joined: Mon Oct 20, 2008 12:41 am

Post by deadtorius »

I did find the file you asked for.
Post Reply

Return to “Panzer Corps Open Beta”