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FF8 Tools / Re: [REL] Tonberry v1.2 - External Texture Support for FF8
« on: 2014-06-28 19:59:30 »
I don't mean to sound rude with this, but I added a statement above the downloads section that states:
1) I don't believe (ethically) that anyone should be profiting in any way off of game mods unless they require donations to stay in operation
2) If people want to download these files, I prefer that they come to the forum to do so. This allows them to see the other projects on the forum and potentially become interested and also provides them a place to find support for these mods
3) I shorten my URLs now using Google URL shortener because it provides interesting analytics on the number of clicks and countries that people click from and I'd like to keep track of those things
Thanks for this Alexios--it is really helpful. So you're saying that to avoid all steam overlay issues, you can deactivate the overlay in your Steam Library. This should be considered the permanent fix unless another way is discovered down the road. Please let me know if this works for you guys.
I will also look into memory management and caching local areas. I did build a cache in the current release that stores up to the last 100 textures and since each texture is a couple of megs at least, you might expect memory to get up to 300MB, however 1600MB should definitely not happen so I will need to assess that. I think caching menus/battle/world map textures is a great idea Kaldarasha.
*Remember, if you are seeing weird unpredictable things like random textures popping in where they shouldn't, that is a hashing error and that is my next priority.
Quote
*Please DO NOT post any direct links to files, always link to this forum thread. Especially, do not make any links to adfly or any other ad siteMy reasons for this are as follows:
1) I don't believe (ethically) that anyone should be profiting in any way off of game mods unless they require donations to stay in operation
2) If people want to download these files, I prefer that they come to the forum to do so. This allows them to see the other projects on the forum and potentially become interested and also provides them a place to find support for these mods
3) I shorten my URLs now using Google URL shortener because it provides interesting analytics on the number of clicks and countries that people click from and I'd like to keep track of those things
@Kaldarasha
I'm currently testing for the memory fragmentation theory and it seems to be it. The game quickly builds up on RAM usage but when I run my optimization tool it's memory usage drops back too ~7mb, so as a workaround I think one could suggest running a RAM optimization tool like RAMRush alongside the game. RAMRush has a keyboard shortcut (ctrl alt o) so you can launch the optimization from inside the game, but that's just the first Ram optimization tool I found so there might be better tools around.
EDIT: =/ guess what hapened when the game's commited RAM reached about 1600mb.
@sunz
You can just deactivate the overlay (and Square's synchronization thing too) by right-clicking the game on your Steam Library and going to Properties. And using SAM won't solve the problem. If somebody sends you a chat message or one of your steam groups posts anything your game will crash.
@Omzy, @Kaldarasha
Now, into something new: one really curious thing happened, until a few hours ago the overlay was working alright, but now it loads the first few layers (the first few boxes and the name of the first person on my friend's list), and then the game crashes. It's the same installation that I was running before, so what changed? Well, some hours ago I was "working" from home so my Steam was set to Offline and thus wasn't loading my friends list. I've set it back to Offline now and the overlay works fine.
Thanks for this Alexios--it is really helpful. So you're saying that to avoid all steam overlay issues, you can deactivate the overlay in your Steam Library. This should be considered the permanent fix unless another way is discovered down the road. Please let me know if this works for you guys.
I will also look into memory management and caching local areas. I did build a cache in the current release that stores up to the last 100 textures and since each texture is a couple of megs at least, you might expect memory to get up to 300MB, however 1600MB should definitely not happen so I will need to assess that. I think caching menus/battle/world map textures is a great idea Kaldarasha.
*Remember, if you are seeing weird unpredictable things like random textures popping in where they shouldn't, that is a hashing error and that is my next priority.