Out of memory while generating pathfind [message #366532] |
Thu, 08 January 2009 15:03 |
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rrutk
Messages: 617 Registered: June 2007
Karma: 0
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Colonel |
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Out of memory while generating pathfind:
I made a new map for version 3.0 of my Mod.
It's large, but not sooo large (1000x1000 Meters).
I wanted to generate the pathfinding, but got "out of memory"!
It stopped arround 26.000.000 Boxes (from about 29.000.000).
I have 2 GByte RAM. Raising the Windows swap file from 6 GByte to 9 GByte changed nothing???
How can I solve this problem?
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Re: Out of memory while generating pathfind [message #366535 is a reply to message #366532] |
Thu, 08 January 2009 15:10 |
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danpaul88
Messages: 5795 Registered: June 2004 Location: England
Karma: 0
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General (5 Stars) |
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Unfortunatly LevelEdit is rather memory intensive when generating pathfind. If your running a 32bit version of Windows then whats probably happening is it's hitting the 2gb virtual size limit for 32bit applications, and no amount of swap file will help you there. Short of installing a 64bit version of Windows your only other option is probably to simply make the map smaller.
[Updated on: Thu, 08 January 2009 15:11] Report message to a moderator
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Re: Out of memory while generating pathfind [message #366539 is a reply to message #366535] |
Thu, 08 January 2009 15:39 |
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rrutk
Messages: 617 Registered: June 2007
Karma: 0
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Colonel |
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danpaul88 wrote on Thu, 08 January 2009 16:10 | Unfortunatly LevelEdit is rather memory intensive when generating pathfind. If your running a 32bit version of Windows then whats probably happening is it's hitting the 2gb virtual size limit for 32bit applications, and no amount of swap file will help you there. Short of installing a 64bit version of Windows your only other option is probably to simply make the map smaller.
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But XP can manage up to 3,2 GB RAM?
So, may be, I can use the computer of my girlfreind, she has 3,2 GB installed?
Also, there are really large maps, like Last_Stand - I dont think, they had a 64 bit OS...
Or, I read something about pathfind blockers?
[Updated on: Thu, 08 January 2009 16:38] Report message to a moderator
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Re: Out of memory while generating pathfind [message #366624 is a reply to message #366532] |
Fri, 09 January 2009 04:11 |
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danpaul88
Messages: 5795 Registered: June 2004 Location: England
Karma: 0
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General (5 Stars) |
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If you want you can pack your LevelEdit level folder into a .zip or .rar file and I will try and pathfind it for you, I have a 64bit OS with 4gb of RAM, so if yours nearly manages it on 2gb then 4gb should easily handle it. Depends if your OK with giving me the level edit files or not. If you want to do that and need somewhere to upload it send me a PM and I will set something up.
Or you could upload it to rapidshare or something, I assume they still work.
[Updated on: Fri, 09 January 2009 04:12] Report message to a moderator
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Re: Out of memory while generating pathfind [message #366625 is a reply to message #366624] |
Fri, 09 January 2009 04:16 |
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rrutk
Messages: 617 Registered: June 2007
Karma: 0
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Colonel |
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danpaul88 wrote on Fri, 09 January 2009 05:11 | If you want you can pack your LevelEdit level folder into a .zip or .rar file and I will try and pathfind it for you, I have a 64bit OS with 4gb of RAM, so if yours nearly manages it on 2gb then 4gb should easily handle it. Depends if your OK with giving me the level edit files or not. If you want to do that and need somewhere to upload it send me a PM and I will set something up.
Or you could upload it to rapidshare or something, I assume they still work.
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thx, if i finished the LE settings (needs a while, only renx work is nearly done) i will ask you for doing that!
but, may be, underwhile we found an other solution....
i saw some older topics concerning this problem too.
[Updated on: Fri, 09 January 2009 04:19] Report message to a moderator
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Re: Out of memory while generating pathfind [message #366725 is a reply to message #366532] |
Fri, 09 January 2009 19:47 |
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Slave
Messages: 607 Registered: December 2006
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The front of the weapons factory has pathfind blockers to create a bridge between the delivery pad, and the map.
The runlight square needs to be bridged, because pathfinding cannot be rendered on it. In this case a bridge is made with blockers. Sounds slightly odd, but blockers function as connectors here.
The airstrip does not need such thing.
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