Particle memory pools?

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Fiodis
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Particle memory pools?

Post by Fiodis »

Playing through my map, a lot of the effects go unseen. Flamethrowers seem to spout invisible flames with no smolder effect, spaceship hover mysteriously without any engine effects, grenades have no visible trails and only stock explosions instead of the custom ones I made....

In the error log, I get:

Code: Select all

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1594

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1033
Alright, so I have two memory pools, SizeTransf and ColorTrans, that need raising. In the LUA, however, I don't seem to find them. Neither does Zerted's Example Finder, in any of the stock LUAs. What are the lines for these memory pools, then, and where can I find an example?
YaNkFaN
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Re: Particle memory pools?

Post by YaNkFaN »

just add them in like any other memory pool I had to do that for Khimera it may not make the error go away in the error log but it will make the particles work

just add
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 2000)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1500)

to your .lua where the other memory pools are
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Teancum
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Re: Particle memory pools?

Post by Teancum »

These pools are exceptions, that (at least from my experience) are automatically filled at run-time when you run the regular game. The ParticleTransformer pools are the only ones that don't go away from the log when you fill them.
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