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MarkBell

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Reply with quote  #631 
Well, the parts of the mod that are breaking were parts that were creaking in previous versions, so I can't say it was 2.7.1 alone that did it 😉  I've been overhauling all of the 3d models and textures, and it's been showing a lot of promise on the stability side.  Still, I gotta go in order or else things start falling off the cart 😋
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Mouse

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Reply with quote  #632 
Is there a working download available for version 2.7?
MarkBell

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Reply with quote  #633 
Not yet, no.
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Rockholme

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Reply with quote  #634 
Any Idea when the TNG Mod will be usable with the 2.7 Update?

Or what would be causing a freeze up when trying to use it?

Thanks 😉
DizzyKungFu

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Reply with quote  #635 
Quote:
Originally Posted by Rockholme
Any Idea when the TNG Mod will be usable with the 2.7 Update?

Or what would be causing a freeze up when trying to use it?

Thanks 😉


I was able to get it to sorta work by cutting out all the Klingon ships and like half the Federation ships from the vesseldata.xml. So my working theory is that a lot of the crashes have something to do with loading all the TNG player models (or maybe just one specific model, I'm not sure).
MarkBell

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Reply with quote  #636 
A decent part of the crash behavior is related to the 37 different texture maps Artemis needs to load with all the different ships, so that's not surprising. Its the biggest thing I'm working on with the ship overhaul - since all the factions are now sharing faction specific texture maps (like stock Artemis), it is proving to be a lot more stable.
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ron77

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Reply with quote  #637 
Quote:
Originally Posted by MarkBell
A decent part of the crash behavior is related to the 37 different texture maps Artemis needs to load with all the different ships, so that's not surprising. Its the biggest thing I'm working on with the ship overhaul - since all the factions are now sharing faction specific texture maps (like stock Artemis), it is proving to be a lot more stable.

Out of curiosity, and because I'm working on my own mod: are the texture maps faulty or is it the amount of texture maps that's causing Artemis to crash?
MarkBell

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Reply with quote  #638 
Its actually the number of texture maps. Artemis loads each texture into memory, so since I had a dedicated texture map for each ship, it had to load each map separately. With all the ships using the exact same texture map now, Artemis only loads the texture for all the player ships once. Same for Klingons, same for Romulans, etc.
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ron77

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Reply with quote  #639 
Quote:
Originally Posted by MarkBell
Its actually the number of texture maps. Artemis loads each texture into memory, so since I had a dedicated texture map for each ship, it had to load each map separately. With all the ships using the exact same texture map now, Artemis only loads the texture for all the player ships once. Same for Klingons, same for Romulans, etc.

Turns out, I'm already doing this for my mod. [thumb] Thanks for clarifying this for me!
dpanzer

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Reply with quote  #640 
If anyone is interested, I've updated the VesselData.xml file to 2.7.1. It still has all the problems of the 2.6 version, but at least it works.

I cut out the Klingon player ships and rearranged the order of the ships on the selection screen so that the biggest are loaded first. There should be less crashing, but if you scroll through too many ships Artemis will be overloaded and crash.

When you download the attached file, rename it to "vesseldata.xml" and place it in the "dat" folder.

txt Star Trek TNG v2.7.1 TEMP VesselData.txt

Now we will just wait for MarkBell to finish his update.

ron77

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Reply with quote  #641 
Quote:
Originally Posted by dpanzer
If anyone is interested, I've updated the VesselData.xml file to 2.7.1. It still has all the problems of the 2.6 version, but at least it works.

I cut out the Klingon player ships and rearranged the order of the ships on the selection screen so that the biggest are loaded first. There should be less crashing, but if you scroll through too many ships Artemis will be overloaded and crash.

So, I'm trying to figure out just what exactly the problem was to make sure it doesn't happen with any of the mods that I have planned.

Mark said that there was an issue with the texture files. At first, I took this to mean that they were somehow faulty or corrupted and the game crashed because of it, which is something I've seen on a different project. But from more recent comments Mark made, it seems that there were simply too many and Artemis couldn't handle it. Is this why, while Artemis is loading the data, it seems to cut off at some point?

If the only problem is that Artemis just can't handle anything above a certain amount of memory, does anybody know where this limit actually is? I'm guessing, in order to fix it Thom would just need to allocate more memory, but since he hasn't done so for several versions this is unlikely to happen.

Am I getting this right or am I on the wrong track?
MarkBell

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Reply with quote  #642 
Here's what I suspect is the root cause.  When Artemis loads the game, it loads every mesh into active memory.  As you cycle through ship selection, or as the game starts rendering more ships, it starts working harder since a lot of memory is now also taken up with all the different texture maps.  The problem can be mitigated to an extent with more RAM, but at some point the game just gives up and crashes out.  I don't know where that limit is, but on my relatively decent computer, I can cycle through probably 17 or 18 ships in the customization screen before it crashes out.

The way Thom gets around it is by sharing texture maps between the different player ships.  Since they share maps, the texture only needs loaded up once.  It was always a problem, but there's something in 2.7/2.7.1 that makes the game a little less stable, which means it crashes out more often.

What dpanzer did is something I've tried before - basically just removing a bunch of extra ships, which means Artemis doesn't have to load as many different textures. 

What I'm working on for the mod right now is to have all the Fed ships use the same texture map.  That'll let us use a bunch of meshes again, and then use a texture mesh for the Klingons, a single texture for Romulans, etc.  The problem, of course, is that none of the ships were designed to use the same textures, which means they all need rebuilt.  I personally really like the diversity of ships we can see in the game, and I'd like to try to keep that, hence the major overhaul.

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ryleyra

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Reply with quote  #643 
Yep. The size of the texture map is a factor, so if you have a bunch of different texture maps with no elements in common, you can just shrink to them a smaller size and that may help. I did that with most of my textures in Strike Force Seven, since the ships are all from different franchises.

Thom seems to be moving away from the common texture maps with his new look for the Light Cruiser, and the Carrier. But then IIRC the Juggernaut and Mine Layer used the Carrier texture. So perhaps he'll just have a few "classes" of textures for similar ships.

Which reminds me, I was going to try and edit the old TSN texture to look more like the new design. And vice versa.

ron77

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Reply with quote  #644 
Thanks for the input, guys. Much appreciated. [thumb]

Part of what I'm confused about is that the laptops I use to run Artemis at conventions all have 4GB RAM, except for the main screen laptops (which tend to function as servers on single-bridge games) which have 8GB RAM. Some friends of mine had trouble getting the TNG mod to run at all on their home desktop gaming PCs, which should all have 8GB or more RAM, and far better graphic/video cards than the laptops I use, yet I've never really had problems. It might have also been an issue because I was using the TNG mod for Artemis 2.4 while they might have used 2.4, 2.5, or maybe even 2.6.

I'm guessing if you run Artemis on a laptop with 8GB RAM and no other software installed besides what comes with regular Windows 10 OS, that cuts down significantly on RAM usage so my laptops run into problems a lot later than Average Joe's souped-up desktop gaming PC, which might be running a lot of other stuff in the background.
anwoke8204

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Reply with quote  #645 
Hey mark, do we have any updates or ETA's on this?
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