Page 1 of 3

how to desactivate levels

Posted: Tue Mar 31, 2015 6:28 pm
by bongobeat
Hello,

is there a way to desactivate automatically some of the levels of the mod, while loading the mod into the editor?

I got, I don't know, maybe 70 levels, I can't run the preview with all levels. So I activate only the level(s) what I need (clicking on the orange dot, left of the level name), and uncheck all other. I do this always when I load the mod. But this operation start to be annoying...

Re: how to desactivate levels

Posted: Tue Mar 31, 2015 7:24 pm
by minmay
ctrl+click on a dot will deselect all other levels.

Re: how to desactivate levels

Posted: Tue Mar 31, 2015 7:35 pm
by bongobeat
ah yes! thanks! :D

Re: how to desactivate levels

Posted: Tue Mar 31, 2015 9:06 pm
by Granamir
bongobeat wrote:... I can't run the preview with all levels ...
What do u mean?
Why u can't?

Re: how to desactivate levels

Posted: Tue Mar 31, 2015 10:15 pm
by Azel
I have not repeated this in order to confirm, but I could have sworn that one time when I deactivated several levels, and ran the Mod a few times... some of the Teleporters lost their original Target.

So lets say that Teleporter_1 is set to move you to Level 3, but I turn off Level 3 in the Editor. Well, I ended up taking Teleporter_1 and it sent me to Level 4. Then when I turned all my levels back on, Teleporter_1 still sent me to Level 4.

This type of thing happened to me twice during the 3 months I built my Mod demo. I can't say exactly what caused it, but figured I would mention it here in case this has happened to anyone else.

Re: how to desactivate levels

Posted: Tue Mar 31, 2015 10:55 pm
by bongobeat
Granamir wrote:
bongobeat wrote:... I can't run the preview with all levels ...
What do u mean?
Why u can't?
because of the amount of additional textures and models. "not enough memory"
It's not the same like in-game, the editor take lots of ressource te render the preview. If you have additional stuff.

Azel wrote:I have not repeated this in order to confirm, but I could have sworn that one time when I deactivated several levels, and ran the Mod a few times... some of the Teleporters lost their original Target.

So lets say that Teleporter_1 is set to move you to Level 3, but I turn off Level 3 in the Editor. Well, I ended up taking Teleporter_1 and it sent me to Level 4. Then when I turned all my levels back on, Teleporter_1 still sent me to Level 4.

This type of thing happened to me twice during the 3 months I built my Mod demo. I can't say exactly what caused it, but figured I would mention it here in case this has happened to anyone else.
you sure you did not move accidentaly a level up or down?
I never noticed that. I ve do this many time before exporting the first version of the mod and never experienced that in game
Or maybe the editor keep something in memory that said the teleport always teleports you to level 4. did it occur again if you quit the editor, restart it and reoad the mod?

Re: how to desactivate levels

Posted: Wed Apr 01, 2015 11:28 am
by Granamir
Ty,
and how do u know when game reach his limit? Do u test your mod when u finish each level?

Re: how to desactivate levels

Posted: Wed Apr 01, 2015 7:26 pm
by Azel
Yeah it very well could have been a user error on my part. Darn teleporters!

Also, if I recall, the reason you have some 70 levels in your Mod is because you use levels to quickly transition from one area to another. Is that correct? If so, why not just use a Teleporter to go directly to the next level?

Re: how to desactivate levels

Posted: Wed Apr 01, 2015 7:33 pm
by bongobeat
just run your mod with high details, if the game crash, while walking around or saving, or even when you load it, you have reach the limit. :D
(acounting that this issue is about the memory usage, and not a crash from another else)

more seriously, I don't test the mod everytime I make a level. Generally, I test some after a certain number of levels have been created.
Run the mod in high details, and watch the memory usage of log2 in the task manager, if it reach 1,5 gb, you are reaching the limit. This is the point when things are dangerous.

Otherwise, I don't know precisely when you reach the limit. Depending of what you use, with full log2 assets, you have, let's say 300mb free for additional things. Because log2 takes approx 1,1 - 1,2 Gb in memory, (of what I observed), but maybe this can be increased? Then when you reach 1,5 that become "unstable" and you may experience crash. Now how to calculate that with adding the size of models, compressed textures or music, I don't know.

But I'm not an expert of that, I suppose AH or someone who knows how the memory work can explain that better.

Re: how to desactivate levels

Posted: Wed Apr 01, 2015 7:38 pm
by bongobeat
Azel wrote:Yeah it very well could have been a user error on my part. Darn teleporters!

Also, if I recall, the reason you have some 70 levels in your Mod is because you use levels to quickly transition from one area to another. Is that correct? If so, why not just use a Teleporter to go directly to the next level?
what do you mean?
the levels are connected to each other, by stairs or exit and sometimes teleporter.

I recently use a teleporter, to make the transition, because you can use a custom destination with a different elevation. One level has a 3rd floor, connected to the next level (minetilset), which have a 1st floor. If I use an exit, the party will fall from 3rd floor to 1st. And you can't do a mine level over 3 floor (properly), because it is designed for one floor, or negative floor.

I wonder if you can use the same thing of the teleporter into an exit.
---> going to test right now.