| 01-11-2003, 02:02 PM | #1 |
Guest | Ugh, the map I'm doing now has a save game filesize that grows from 2.5 MB to over 25MB after a few hours of play! Then the game usually says it can't save for some reason (I forget). What the heck determines save game file size? It does have 340 triggers and over 280 variables. Because of the complexity of this map, I have a lot of unit spawn regions (50). This minimizes initial unit placement to around 420 or so, but during gameplay, it could add a significant number of units to the map. But that's over a large map. And I haven't noticed significant speed decreases since I never have more than 25-30 units on a screen at once. If a unit is killed, is it automatically removed from gameplay? Anyways, after fiddling around a bit, I found: The filesize seems almost linear with length of time playing. It's not related to unit kills, so my respawn routines are ok. Here's the data: gametime... filesize...... unit kills 00 mins...... 2.612 MB..... 0 03 mins...... 2.886 MB..... 6 05 mins...... 3.027 MB..... 9 07 mins...... 3.255 MB..... 18 17 mins...... 3.873 MB..... 46 20 mins...... 4.083 MB..... 46 30 mins...... 4.681 MB..... 88 35 mins...... 4.975 MB..... 116 many hours...25.6 MB......293 Ugh. I hope it's not what I think it is.... the special effects that follow the Revenant. That's the only trigger I know of that would be called periodically and may account for this. But I don't understand why it'd be that, since I destroy the effects after 30 seconds or so, and it's not a special effects array gone awry, since I always make sure my pointers don't exceed 30 or so before looping and repeatedly using the same special effects temp arrays.... Sigh, will turn em off, and see if it improves... Well, after turning off the special effects that follow the Revenant trigger (a periodic that occurs every .2 secs), with everything else being equal (# of kills, game play time, etc), the filesize after 35 mins of play dropped from 4.975 MB to 3.162 MB. Also, with the few times not doing anything, the filesize actually went down. I'm assuming this is when corpses are removed from the game. So, # of units in game determines save game filesize (minor). I'm sure daadoos determine filesize. But periodics that occur pretty frequently have a major impact. This kinda leads me to think, the stack isnt being cleared of trigger calls during gameplay, so every call to a trigger event, even when the trigger is finished, the call pointer is not removed. IE memory leak? Anyone know anything about this, or have had similar problems when using small elapsed time periodics? Is there a way of cleaning triggers events that have occurred? Much appreciated for any help. I'm sure Dazed and Konfuzed on this one :) Sorry for such a long post, but as I found out stuff, I wanted to keep this post updated... |
| 01-11-2003, 05:19 PM | #2 |
Guest | Well, it's not a stack issue. I set up a dummy repeating trigger every .05 secs doing a few math thingeys, and it doesn't significantly increase save game size after 35 minutes. The only thing left in the trigger is the special effects that are created, then destroyed 20-30 seconds later. I know they're being destroyed, because they disappear from the screen when they're supposed to. Do special effects have some sort of memory leak, or perhaps they're not really destroyed? Didn't someone mention something about units not actually being removed from the game because of the replay feature? COuld this be happening with the special effects? Any way of disabling the replay feature? |
| 01-11-2003, 05:21 PM | #3 |
If you skip the score screen it's not possible to save a replay. I do not know however if it actually stops the reply from being recorded. |
