Leenuks on 29/6/2010 at 01:07
Very Interesting indeed.
After reading this thread I did a cut and paste into a fresh editor.
My file size was 3936kb. After pasting only the brushes my file was reduced to 814kb.
I then cut and pasted all the SM's into my new file. So with everything back to where it is its now 1072kb. Less than one third the size.
As for getting that debug output, how is this done.
Beleg Cúthalion on 29/6/2010 at 06:09
The debug mode is started via the joystick symbol (don't know if you read (
http://www.shadowdarkkeep.com/downloadst3.htm) Komag's tutorial to set up T3Ed). Then you can open the console (' or ö for me) and use the dumpinternalpropinfo command. You find the list in Your Files (I always forget how they're called in English)\Thief - Deadly Shadows\T3 Main.log. Your file size doesn't matter, what's important is that your PSC remains at about 40,000-45,000 when starting the mission so it won't get over 61440 while playing it. You can dump the property list several times during playing.
lolkabl on 11/2/2014 at 13:40
Quote Posted by Beleg Cúthalion
But does deleting properties of every single actor reduce the PSC in the first place? And if yes, is everything moved to "used but freed"?
Yes, deleting properties reduces this number (if i understood you right :P)
First:
Code:
Total Number of Properties Stored: 52673
Used But Freed: 1542
After deleting properties on two beds (just two meshes). They had CastShadows=False, it was deleted.
Code:
Total Number of Properties Stored: 52740
Used But Freed: 1473
After deleting ALL CastShadows:
Code:
Total Number of Properties Stored: 50043
Used But Freed: 1542
Looks like they doesn't move to "used but freed", but I don't quite understand, what this number means.
And also, current version with removed "Tags". Start mission:
Code:
Total Number of Properties Stored: 34868
Used But Freed: 1357
Near the end, all objectives completed, almost all scripts used, few saves, few corpses, 5 minutes played (fastrun :P):
Code:
Total Number of Properties Stored: 42477
Used But Freed: 18147
I don't like this number, it's close to the critical :tsktsk: And also i shouldn't forget that it's very risky to remove tags.
Without deleting saving becomes impossible very fast. I don't know what else i can do.
snobel on 11/2/2014 at 19:42
Quote Posted by lolkabl
Looks like they doesn't move to "used but freed", but I don't quite understand, what this number means.
Here's how it works in the game: The properties are stored in an array with 61440 entries. As properties are added they are placed on indices from 0 upwards, so the lower part of the array will be used, the upper part is free.
When a property is freed it can happen on any index that is in use - so there will be a 'hole' in the array, a free slot in the lower part. Those holes are the 'used-but-freed', they are linked together in a list, and when the game needs to store new properties the used-but-freed will be used first - only if there are no more used-but-freed will a fresh index be used. The sum of used and used-but-freed will be the index of the first fresh slot, so that sum will also tell you how close you've been to the limit.
In that light those numbers you posted look a bit strange - I'd expect used + used-but-freed to never decrease unless you restart the editor. But when you delete properties on those beds the sum goes down by two. So maybe the editor handles things differently from the game. :erg:
Quote:
I don't like this number, it's close to the critical :tsktsk: And also i shouldn't forget that it's very risky to remove tags.
Without deleting saving becomes impossible very fast. I don't know what else i can do.
If you don't mind your players being dependent on my patch, then it will buy you up to about 10000 extra properties (4096 are guaranteed, the limit has been raised to the 'hard cap' mentioned in one of the first posts in this thread). The rest comes from the fact that there's a bunch of free properties that the unpatched game is unable to use during a save.
The very large FM
Knight's Dream crashes almost immediately if you start it using the unpatched game. IIRC it is skirting around 99 % of the raised limit :wot:. With the patch, if you make a save at the start and then look in the Sneaky.log file you'll see a warning that almost 6000 'pending' properties were freed during the save. The unpatched game would crash on save instead.
Another drawback from taking this route, besides the SU dependency, is that you'll be unable to use the 'Opt' version of T3Main.exe for testing - at least if you want to be able to save. Or you can take the view that if it's borderline playable with the Opt version, then it's definitely playable with the patched Release version. :)