Ok, I did few tests and I got really strange results.
- I did empty scene only with my actors. But there is no any other graphics. I got access to this scene using TAB key and in scene init there is dumptextures method. WME process takes 383 MB and this is normal because I got 3 actors with lots of frames. Dump textures file didn't show any anomalies
- after 5 min of palying I got to my test scene. WME process takes 512 MB (there is lot of animations)
- I did save game for this moment and hit TAB key to jump to my empty scene
- WME process dropped to 480 MB (should be ~ 383 MB like I said in the begining) Dump textures file didn't show any anomalies
- I turned off my game and turn on again
- I've loaded my save game. WME process takes now 464 MB (not 512 MB as in the moment when I was saving)
- I hit TAB key to jump to my empty scene and now WME process takes ~383 as in the begining
Soo... there is something wrong. Where should I look? It's not textures because now I'm sure but something strange is happening
Here is one of my actors script. Maybe I'm doing something wrong here. It's about footstep sound.
#include "scripts\base.inc"
on "footstep"
{
var rsteps;
var Reg = Scene.GetRegionAt(this.X, this.Y);
var steps;
if(Reg.fNature == "metal")
{
steps[0] = "sounds\fx_footsteps\metal\footstepMetal1.ogg";
steps[1] = "sounds\fx_footsteps\metal\footstepMetal2.ogg";
steps[2] = "sounds\fx_footsteps\metal\footstepMetal3.ogg";
steps[3] = "sounds\fx_footsteps\metal\footstepMetal4.ogg";
steps[4] = "sounds\fx_footsteps\metal\footstepMetal5.ogg";
steps[5] = "sounds\fx_footsteps\metal\footstepMetal6.ogg";
steps[6] = "sounds\fx_footsteps\metal\footstepMetal7.ogg";
rsteps = Random(0, 6);
}
if(Reg.fNature == "concrete")
{
steps[0] = "sounds\fx_footsteps\concrete\concrete1.ogg";
steps[1] = "sounds\fx_footsteps\concrete\concrete2.ogg";
steps[2] = "sounds\fx_footsteps\concrete\concrete3.ogg";
steps[3] = "sounds\fx_footsteps\concrete\concrete4.ogg";
steps[4] = "sounds\fx_footsteps\concrete\concrete5.ogg";
rsteps = Random(0, 4);
}
if(Reg.fNature == "concrete_inside")
{
steps[0] = "sounds\fx_footsteps\concrete_indoor\concrete_indoor1.wav";
steps[1] = "sounds\fx_footsteps\concrete_indoor\concrete_indoor2.wav";
steps[2] = "sounds\fx_footsteps\concrete_indoor\concrete_indoor3.wav";
steps[3] = "sounds\fx_footsteps\concrete_indoor\concrete_indoor4.wav";
steps[4] = "sounds\fx_footsteps\concrete_indoor\concrete_indoor5.wav";
rsteps = Random(0, 4);
}
this.PlaySound(steps[rsteps]);
}
I've turned off my actors footsteps and problem still exist. Any tips would be very helpful
It's look like something is collecting in memory during gameplay but it disappear after game load. It's not textures, it's not actors footsteps (because I'v turned this off). So this must be some garbage data in memory which is not included to save game file.