Dr.Disaster wrote:In other words: the executable is still bound by the 32-bit 2GB memory limit.
I don't know, how can you say that?
In the ms dos prompt command (executed as admin), it shows me that the new settings are done correctly, and for the executable when you open it with cff, the tikbox "allow to use more than 2 gb...etc" is checked.
For me, whatever is in my mod, the editor and the game still don't use more than 2gb of data in memory as the maximum that I see is 1,7gb, so I don't know why it crashes. Or I misunderstand something.
I ve read on another thread, don't remenber where, that log2 can use maximum of 1,5 gb of memory, Is that the 32bit restriction?
Drakkan wrote:hey bongo,
I am glad I am not the only one who has this memory problems :/
Actually my mod grew so huge, that I was not able to playtest inside editor, because it immediately crashed with not enough memory problem. I set all the details and resolution to low and now I am able to test and do something, but cannot do some longer playtrough in the editor. The only possibility is currently to export the dungeon and play out of editor :/
let me know if you find something interesting, I am sure we are using many similar scripts from the forum although I do not think this is the problem...
no problem, I got the same issu, but you have to just run part of the levels in the editor, to test them. I got something like 50-60 levels, even in low quality, I can not run the preview, so I had to uncheck all levels that I dont currently need. This is the eternal problem both in log1 or log2, too much additional textures

I'm currently removing any external script, which are more than basic scripting. But I don't think that comes from the scripts. Maybe I got bad specular or normal textures. Or some have bad dimensions.
maneus wrote:
Nice new pictures, bongobeat. Have you seen that your stone wall have a wrong normal map?
It seems that you use the normal map of the dungeon wall from Grimrock 1.
The four prodruding stones around the middle of the wall are not optimal. They interrupt the good overall impression of the wall.
thanks, no I did not really notice that. This wall model is from the sx town wallset, I have just modified the material definition and set it that it use the log2 castle outside wall textures, dif, spec and normal. Of course this wall model does not fit for this texture, maybe it is why this doesnt look well? I aggree with you about these four stones. It certainly need some modifications in blender, but I don't want to loose time with that. Too much complicated for me.
I did it only for 2 things:
1 because it looks "better" as I use this wallset with log 2 castle wallset in the same level, I mean about the grey colored walls.
2 I do no longer need 4 or 5 mb of texture files.