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Messages - hubertMichael

Pages: 1 2 [3] 4 5 ... 11
31
WME Lite / Microsoft Windows doesn't work
« on: August 07, 2013, 12:02:54 AM »
Hi

What am I doing wrong? I did step by step as it is in http://res.dead-code.org/doku.php/wmelite:building Microsoft Windows section. Then I've compiled wme demo and copied data.dcp to wme lite bin\debug and launched wmelite.exe

Then my screen turned to black and I've lost control of keyboard... The same happens with my game.

I'm sorry this is my first experience with wme lite. Please help me:)

My system is Windows 7

32
Technical forum / Re: unload scene
« on: May 31, 2013, 10:32:43 PM »
Thanks for advices. It looks that I must redesign few scenes to get rid of such a big sprites because this is the only way I think. I can't still fight with this problem, I need to move forward :) Once again thanks for your patience guys :)

33
Technical forum / Re: unload scene
« on: May 31, 2013, 04:05:38 PM »
Quote
Can it be so that you create entity and set sprite to it, and then delete entity? But the loaded sprite it remains in memory?.

The answear is no. I didn't do it in this way.

But I will try to do it like you said:
Quote
try to create the .entity file and add path to sprite there, then load this file.

and then I'll give my report here

34
Technical forum / Re: unload scene
« on: May 31, 2013, 02:02:19 PM »
no. That was the one of the first things to check.

35
Technical forum / Re: unload scene
« on: May 31, 2013, 01:47:23 PM »
I got that big sprite. It's a complicated rendered atmosphere effect not possible to make with particle system. I've turned this off but why is that a problem? I'm even unloading this sprite from scene before changing scene. Maybe I don't understand how it works but if I'm unloading this then memory should be released and for sure memory usage shouldn't be growing. Thanks for your patience Mnemonic :)

36
Technical forum / Re: unload scene
« on: May 31, 2013, 02:22:06 AM »
I'll try to disable spirte by sprite to find it but that is very strange. Why would spirte from previous scene could be a problem? If I'm using changescene then all sprites should be unloaded. I did more, before I'm changing scene I'm unloading sprites manually by Scene.UnloadObject.... I don't even know if it's sprite... DEBUG_DumpClassRegistry indicates, like you noticed, that this is sprite but I don't know... I'll check it.

37
Technical forum / Re: unload scene
« on: May 31, 2013, 01:10:28 AM »
2.0: I was thinking about this. But dumptexture should tell me if there is something but it didn't.

38
Technical forum / Re: unload scene
« on: May 30, 2013, 07:56:34 PM »
Ok. If I'll find something I will write here.

39
Technical forum / Re: unload scene
« on: May 30, 2013, 06:37:33 PM »
I did this DEBUG_DumpClassRegistry() test. Like always I was walking through my test scenes A, B, C

First time in scene A I did DEBUG_DumpClassRegistry(), memory usage was very similar to my last time when I was writing above.
Then I did my walk cycle B C A B C A B C A B C A
And then when I was fifth time in scene A I did again DEBUG_DumpClassRegistry()

Using program WinMerge I found this differences:

003   CAdSentence          instances: 0    VS    003   CAdSentence          instances: 1
021   CAdPathPoint         instances: 6     VS    021   CAdPathPoint         instances: 0
038   CScValue             instances: 4823  VS    038   CScValue             instances: 4843
041   CScStack             instances: 264   VS    041   CScStack             instances: 268
042   CScScript            instances: 66      VS    042   CScScript            instances: 67
043   CBSprite             instances: 386     VS    043   CBSprite             instances: 387
066   CBSubFrame           instances: 4183  VS  066   CBSubFrame           instances: 4204
069   CBFrame              instances: 4166   VS   069   CBFrame              instances: 4187

Soo... Mnemonic what all that means because I'm not quite sure what this is telling me.

40
Technical forum / Re: unload scene
« on: May 30, 2013, 05:54:02 PM »
I don't want to dig that deep but I must. Thanks for this command. I'll try. If I will find something I'll write here.

41
Technical forum / Re: unload scene
« on: May 30, 2013, 05:07:17 PM »
It's not slowly. It's just a smaller numbers. I've turned off remember nodes states and including sprites in my test scenes A, B, C. I was walking through them like before A -> B -> C -> A ...

1  A = 353 MB
2  B = 407 MB
3  C = 580 MB
4  A = 367 MB
5  B = 412 MB
6  C = 628 MB
7  A = 419 MB
8  B = 466 MB
9  C = 662 MB
10 A = 450 MB
11 B = 506 MB
12 C = 696 MB

Debug conlsole is set to "never",  debug mode is set to "no", show FPS is set to "no". My game is 2D, use direct3d 9 is set to "no".

42
Technical forum / Re: unload scene
« on: May 30, 2013, 04:20:51 PM »
I've disabled debug console and unfortunately problem still exist. Ofcourse WME process takes less memory but it's usage is still growing. Not so fast as with debug console but it's growing slowly.

43
Technical forum / Re: unload scene
« on: May 30, 2013, 04:13:47 PM »
So if I will disable debug console everything should back to normal? I'll check it right now.

44
Technical forum / Re: unload scene
« on: May 30, 2013, 04:05:28 PM »
Yes, I got always debug console on.

I've checked sprites if keep loaded in memory is turn off. It is turned off. Now before Game.Changescene I've used Scene.UnloadObject for all sprites in scene. No results, problem still exist.

45
Technical forum / Re: unload scene
« on: May 30, 2013, 03:39:24 PM »
donamin: I think that in your case it's completly different problem. From what you're saying you did something wrong with some variables. Maybe they need to be reseted to it's default values or something like this. I'm sorry but I suggest you to make a new topic about your problem and show us your scripts. I'm sure by then we will be able to help you.

Alright, I did another test on different scenes. Problem still exist. Dump texture method didn't help me. In csv file everything is alright. So...
I got three scenes:
A - there nothing but my two actors. There is any entity.
B - there is only my main actor. There is any entity.
C - there is only my actor and really really big spirtes. There is any entity.

Im going in circle through this scenes in this order A -> B -> C ->  A -> B -> C -> A -> B -> C -> A -> B -> C
WME process takes memory like this:
1   A = 380 MB
2   B = 450 MB
3   C = 594 MB
4   A = 390 MB
5   B = 429 MB
6   C = 640 MB
7   A = 440 MB
8   B = 482 MB
9   C = 675 MB
10 A = 505 MB
11 B = 530 MB
12 C = 715 MB

I did absolutely nothing in these scenes. I was just walking. It looks like a memory leak for me because right now I don't have any idea what's wrong. Dump texture is alright. In base.inc I don't have any stuff like Game.LoadWindow or similar user failures. What I was telling in the posts above, after game load memory is going back to normal usage. So... what else?

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