Beleg Cúthalion on 4/8/2009 at 12:51
Just a little test with my map; it's as big as always, AIs included, working objectives, loot, doors and switches etc. but not with the complexity of an original mission. PSC at the start:
Code:
Total Number of Properties Stored: 38889
Used But Freed: 3895
After one minute of playing:
Code:
Total Number of Properties Stored: 39291
Used But Freed: 3493
After three minutes of playing, completing objectives and getting new, triggering other scripts and seeing lots of AI:
Code:
Total Number of Properties Stored: 39110
sed But Freed: 3674
Three minutes and saving:
Code:
Total Number of Properties Stored: 44810
Used But Freed: 11323
One minute playing after saving:
Code:
Total Number of Properties Stored: 45171
Used But Freed: 10962
Then the City Watch caught me. :p
You can see that playing the FM increases the PSC all the time (decreasing the used-but-freed slots should mean the same). Upon saving it adds 5000 normal and 6000 used-but-freed slots, that's app. 11,000 properties (or 13% resp. 180%). After that it increases normally but unfortunately I wasn't able to check it after a second saving.
d'Spair on 4/8/2009 at 13:49
Well... :erm:
It's really inetersting whether multiple savegames further increase the number of PSC.
And, according to this logic, one can just run around the mission for hours and then suddenly crush, for the PSC constantly grows during the game.
Or it grows only when the player discovers some 'new' content in the level - pushes unpushed buttons, triggers untriggered AIs? Can PSC stop growing if the player has seen all the level?
Judith on 4/8/2009 at 16:19
Hm, that makes me wonder... What about selecting all actors, Ctrl + C then Ctrl + V them to a blank map when you've finished making your FM? Doesn't that clean the record of "used but freed" PSC, at least for the map itself?
Beleg Cúthalion on 4/8/2009 at 18:32
Unfortunately not. The only thing that helped was copying all brushes (and even volumes) first and SMs afterwards. Then the amount of UBF (used but freed, now I'm getting the abbreviation thing) was relatively low.
Edit: Just played it, skipped the en detail PSC tracking and it crashed upon second saving. Now I really wonder if that was an accident or if saving multiple times gets worse. However, with enormous things like the Cradle I really wonder if TDS was already close to the limit. Nah, I don't think so. It would have been just as worse with Flux's Valley and apparently it wasn't.
GlasWolf on 8/8/2009 at 16:42
This is the longest of long shots, but from (
http://wiki.beyondunreal.com/Legacy:Actor_Overview) here:
Quote:
If you select an Actor and press CTRL+C, a copy will be placed on the clipboard. This can be pasted into the same map or another, but note that UnrealEd often takes a long time to process a paste command. It can also be pasted into a text editor, where only the properties that have changed from defaults for that actor will be shown.
Does pasting multiple actors to a text editor do a similar thing, and if so can anything about unused/unfreed props be deduced (or even edited) from the output?
Beleg Cúthalion on 8/8/2009 at 19:38
It seems to work. I just copied Castle1 into notepad and from there again into T3Ed. The property count was slightly lower but probably due to the missing elements in the new map (level properties, patrol links etc.).
I wonder what could be done with the list, though. If only changed properties are listed then there would not be any effect in somehow comparing it to the GameSys and deleting everything which matches (unless of course something was changed and then changed back, in this case we might get rid of a "used" slot). If properties are stored according to object numbers (e.g. Name=StaticMeshActor__154) one could try to re-arrange them in order and fix the link addresses in the links section(s).
For those without T3Ed at the moment: (
http://jayb.ath.cx/Eidos/Castle1.txt)
GlasWolf on 8/8/2009 at 20:31
Interesting, so the obvious thing to do would be:
* create a very simple level
* record the prop count
* copy and paste everything into a text editor
* mess around with the level but restore it to it's original state
* record the prop count (which hopefully will be slightly higher due to the changes)
* copy and paste everything into a text editor
* compare the differences
If you can find the new props in the notepad document, then it may be possible to work out how they can be removed. For instance, if you set an actor to bOutOfWorld = true then back to false, is that explicitly recorded as a prop of that actor for ever more (and hence increasing the precious prop count)?
Beleg Cúthalion on 16/8/2009 at 11:27
I turned all of it into an ibt version quickly, still buggy but all things should be in and... well, even when I'm not too long into gameplay it crashes during saving. How hard would it be to create a program that would sort and defrag all those entries in the text file to see if these gaps between the numbers (from e.g. brush_001 to brush_005 while the others were deleted) could be deleted and see if we gain any more memory?
Judith on 16/8/2009 at 12:58
I believe that making any programmer work on T3ed code is a near-impossible task :) It would have been much easier if you just had finished your map after you exceeded the limit for the first time, splitting it into 2 parts if necessary.
Beleg Cúthalion on 16/8/2009 at 17:40
That's not so easy because I didn't know enough about the property issue back then and second I still consider it my goal to have no loading zones at all. About the programming, with all the map being in one notepad text file this doesn't include any T3Ed hacking at all. It's not sure if it works but it might be worth a try.
Edit: Just ran through the whole mission in T3Ed debug mode and while the PSC came closer and closer to the limit (484 left when I finished it) it was always playable. Still, there is a big difference between 38043/4112 properties right at the start and 44140/16180 (+6097/+12068) at the end. How the hell does it increase those used but freed slots...?!? Anyway, splitting might actually be an idea in the end. Ah, any secret ways of selecting bigger areas apart from the useless "all actors in zone" etc.?