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Posted: Mon Nov 28, 2011 5:55 pm
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

Posted: Mon Nov 28, 2011 6:11 pm
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.

Posted: Mon Nov 28, 2011 6:31 pm
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?

Posted: Mon Nov 28, 2011 6:43 pm
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.

Posted: Mon Nov 28, 2011 6:51 pm
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...

Posted: Mon Nov 28, 2011 7:00 pm
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:

Posted: Mon Nov 28, 2011 7:05 pm
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. :)

Posted: Mon Nov 28, 2011 8:26 pm
by VPaulus
End of turn or End of scenario?

Posted: Mon Nov 28, 2011 8:29 pm
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.

Posted: Mon Nov 28, 2011 8:34 pm
by VPaulus
Ok. Thanks! :D

Posted: Thu Dec 01, 2011 12:36 am
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.

Posted: Thu Dec 01, 2011 9:39 am
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?

Posted: Fri Dec 02, 2011 1:33 am
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.

Posted: Fri Dec 02, 2011 8:12 pm
by deadtorius
I did find the file you asked for.