Export own Dungeon failed. - Not enough Memory???

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maneus
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Export own Dungeon failed. - Not enough Memory???

Post by maneus »

Yesterday after I wanted to export my own dungeon I get the following message an screen and the Editor crashes:
SpoilerShow
Image
I have a new computer with Windows 8. Could that be the problem?

The error file say:
SpoilerShow
not enough memory

OS Version 6.2

OEM ID: 0
Number of processors: 8
Page size: 4096
Processor type: 586

Total memory: 16326 MB
Free memory: 11962 MB

Display device 0:
Device name: \\.\DISPLAY1
Device string: NVIDIA GeForce GT 640
State flags: 08000005

Display device 1:
Device name: \\.\DISPLAY2
Device string: NVIDIA GeForce GT 640
State flags: 00000000
I´m totally frustrated then after getting this message I deleted level for level in the editor to look if this message appears with one level too.
But in this way I´ve forget to save my dungeon.lua file as copy, so my dungeon is completely gone away forever. :(

What I knew now is, that this message appears too at a single level with a single room with normal temple or dungeon wall set. It takes half a minute till this message come on screen.

Another guy here in the forum had the same message but become no answers.
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JohnWordsworth
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Re: Export own Dungeon failed. - Not enough Memory???

Post by JohnWordsworth »

That really sucks about your dungeon.lua file :(. I guess the only saving grace is that your object definitions still live on. Are you sure you have no previous versions of the file through a backup or Dropbox or anything?

I expect that it's a case of having too many big textures/sound files in your mod. Do you have excessive amounts of either / both? I don't know for sure, but I get the impression that Grimrock essentially has about 4Gb of memory max (32-bit application). I'm guessing a bit here, but I get the impression that in 'dungeon editor' mode you essentially have all of the original assets and your mod's assets loaded into memory. Now, I wonder if packaging up a .dat file is done in memory also. So if you have 500Mb-1Gb of data files, that's another 1Gb of content in memory during this process - which could easily push the app over the aforementioned limit.

If you do have massive texture files, I would suggest using lower resolution textures, especially for world items that are often only seen on the floor anyway. Also, these items probably don't need normal maps either.

Again, complete guess - but hopefully gives some idea of where to start looking.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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maneus
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Re: Export own Dungeon failed. - Not enough Memory???

Post by maneus »

My mod_assets folder was 670MB and I´ve shrinked it to 631MB. I deleted some models that I didn´t need.
Sounds are about 350MB but only 17 songs á 1 and a half minute.

After deleting the sounds the dungeon has been successful exported!

So the problem is the huge amount of music data. :? But I wanted them in the game.
Holy crab, problems over problems. :D

By the way, thank you John for your interesting and instructive answer.
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Komag
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Re: Export own Dungeon failed. - Not enough Memory???

Post by Komag »

If you want your dungeon on Steam the max size has to be under 100MB. Otherwise Nexus will be your only option. 17 different 90sec wav files sounds quite excessive to me, but I guess only you can be the judge of what your mod needs.
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Dr.Disaster
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Re: Export own Dungeon failed. - Not enough Memory???

Post by Dr.Disaster »

maneus wrote:Sounds are about 350MB but only 17 songs á 1 and a half minute.
Did you consider converting these WAV files to MP3?
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JohnWordsworth
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Re: Export own Dungeon failed. - Not enough Memory???

Post by JohnWordsworth »

Unfortunately, there isn't really a solution to getting long audio into dungeons. As only WAV encoding is supported for anything but fixed level background music that means audio grows in size very quickly. However, if you want custom music for each floor in a dungeon, I believe that you can encode that (as .ogg if I recall correctly) so a 90 second track would likely go from about 30Mb to 3Mb or maybe even smaller. Then in the Dungeon Editor you can right click on a level in the dungeon, pick 'Custom' as the background music type and select your OGG file. Note, I think this is the case, but I'm not sure.

Note also that EVERYTHING inside your mod_assets folder is stuffed into the .dat file. So if you have PSD source files say in your mod_assets folder then that will also make for a bit .dat file (and higher memory requirements).
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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maneus
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Re: Export own Dungeon failed. - Not enough Memory???

Post by maneus »

Thank you for all your answers.
I get a way to shrink the mono wave files so the amount of data will be reduce by a half. Maybe it works and the data itself isn´t finally too big.

@Dr.Disaster: MP3 isn´t supported in Grimrock. All my 17 music files are ingame music, so they must be 16bit wave mono sounds.

@Komag: The sounds are not needed for the game itself. They are only be used in a hidden secret room. Theoretical I could delete all, but without the sounds the secret room isn´t as atmospheric and memory furthering as it should be.

@John: The sounds are none level sounds, they are ingame sounds as I wrote above. Thank you for the instruction to change level sounds. Maybe in future I will change the level sound, but not in my actually mod.
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Dr.Disaster
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Re: Export own Dungeon failed. - Not enough Memory???

Post by Dr.Disaster »

maneus wrote:@Dr.Disaster: MP3 isn´t supported in Grimrock. All my 17 music files are ingame music, so they must be 16bit wave mono sounds.
Right, it supports OGG for playing music, not MP3 .. me bad.

Since sound effects have to be WAV format in LoG - and IMO a 90 seconds long something ain't a sound effect anymore - perhaps moving the mentioned area(s) to it's/their very own level(s) is a possible solution, so you can run your music as ambient.
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JohnWordsworth
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Re: Export own Dungeon failed. - Not enough Memory???

Post by JohnWordsworth »

That's a very cunning idea Dr. Disaster! You could have a teleporter behind every secret door / area which teleports you to a single room on it's own level. Then you could play the .ogg file instead of a wav file.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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maneus
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Re: Export own Dungeon failed. - Not enough Memory???

Post by maneus »

After reducing the sizes of my music files the export was successful! :D

The mod now has 262MB as .dat file.

Also the filesize of my failed exporting attempt were been by double music size about 430MB.


Strangely enough the size of the ChaosKey101.dat by Pandafox was about 506MB. Curious, curious...
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