Is there any method to lessen the effect that combos have on memory? For instance, if I have several Jedi that all use the same complex combo, would it register as several combos or only one? Is there any other method that I can use to lessen the effect of custom combos?
EDIT - Another one that came to me - if you're doing a land map, would removing the "marine" and "pilot" classes from the addme.lua free up space for custom combos?
Combo Overload and Questions
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- Fiodis
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Combo Overload and Questions
Last edited by Fiodis on Sun Mar 08, 2009 4:13 pm, edited 1 time in total.
- Teancum
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Re: Combo Overload
There's actually two parts to this, the animations and the combos.Fiodis wrote:if I have several Jedi that all use the same complex combo, would it register as several combos or only one?
On the animations end you can only have so many before the game's memory limit is hit. Usually the game will start crashing until you remove other jedi (except for Luke, he uses anims that are always loaded). So if you have just your custom jedi in there and it's causing problems, but you don't have 25+ different animation files then there's likely an issue elsewhere.
Then there are combos. You can only have so many loaded at one time. I can't remember the number, but I only ever hit the max building Hero Assaults, and the game always left an error in the log that was very obvious.
That probably gives you more questions than answers, but maybe that'll lead you where you need to go.
- Fiodis
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Re: Combo Overload
That is correct.Teancum wrote:That probably gives you more questions than answers, but maybe that'll lead you where you need to go.
Now, the custom combo and animset I'm talking about:
The animset has roughly 25 animation files in it.
The combo has no deflect state but I added in parts so that it's longer than it was before.
So my question remains, albeit in altered form:
If I have the same 1 or 2 combos loaded, and they are used by various Jedi,
and the Jedi have maybe 2 - 3 custom animsets with roughly 25 files in each,
does that correspond to a crash if there are, say, 5 Jedi a team?
I'd test it myself but atm I only have 2 custom combos and 2 custom animsets of the type described above. With 1 Jedi a team and 1 gunner a team, there is no crash. But if I bumped that, I'm worried about crashes, hence the question above.
The way I see it, is this: 25 is the max for any one anim set. Then, as long as the animsets have 25 or less files, they won't cause a CTD. Is that correct?
And what about that removing un-needed classes thing?
- Teancum
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Re: Combo Overload
Not necessarily. What happens is that the game can only allocate so many MB of memory for animations, no matter how much RAM a user has on their machine. So when you have several animation-heavy characters it will cause a crash. Kit Fisto did that due to the number of animations + the size of each one, and we could only get him to work by getting rid of some other jedi in Hero Assault.Fiodis wrote:The way I see it, is this: 25 is the max for any one anim set. Then, as long as the animsets have 25 or less files, they won't cause a CTD. Is that correct?
- Maveritchell
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Re: Combo Overload
"No" is your answer. As long as you have the necessary memorypools filled out for having the actual units on the field (and you almost invariably will), having one Darth Maul is the same as having 12 Darth Mauls. There may be exceptions at some upper limit, but as far as reasonable numbers go, it doesn't matter whether you have one or five, because they all use the same (single) animation set.Fiodis wrote:If I have the same 1 or 2 combos loaded, and they are used by various Jedi,
and the Jedi have maybe 2 - 3 custom animsets with roughly 25 files in each,
does that correspond to a crash if there are, say, 5 Jedi a team?
There's no limit of 25 poses to any one animationbank, either. My Yoda has 39 poses and he loads with 8 other animationsets which each have between 10 and 25 poses themselves.
- Fiodis
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Re: Combo Overload
That's good news! It must be my combo, then, since my animset has 26 files in it. I'll clean it up, raise the memory pools somewhat, and see what comes out of it.
EDIT - Mav, you said you had one with 39 files and it still fit with some othe Jedi, each of which had a lot of files. Could I ask, what are the memory pool values you used for that? Currently, I've got mine set as:
Which seems to me like a bit too much, if anything. But my jedi refuses to go from one specific state to another. I'm fairly certain I set up the transition in the combo correctly, so I thought it was the memory pools being too low. But if those pool values are ok, I suppose it must be the combo set up the wrong way. Though I can't see what's wrong with it.
EDIT 2 - Yeah, I'm pretty sure it was the combo because it's fixed now.
But a question: is there any way to "detect" how much energy the player has in the combo file? I want to add a secret backslash attack that only works if you have 100 energy (out of 100), but adding the line EnergyRestoreRate(-100.0); drains the energy but you can still use it if you have around 10 energy. EnergyCost results in an error in the error log, something like Unexpected Command or Symbol or something, I forget the exact words.
I'm thinking if I can check to see how much energy the player has, I can add a line to the "If" statement in the Transition to that backslash. Is that possible?
EDIT - Mav, you said you had one with 39 files and it still fit with some othe Jedi, each of which had a lot of files. Could I ask, what are the memory pool values you used for that? Currently, I've got mine set as:
Hidden/Spoiler:
EDIT 2 - Yeah, I'm pretty sure it was the combo because it's fixed now.
But a question: is there any way to "detect" how much energy the player has in the combo file? I want to add a secret backslash attack that only works if you have 100 energy (out of 100), but adding the line EnergyRestoreRate(-100.0); drains the energy but you can still use it if you have around 10 energy. EnergyCost results in an error in the error log, something like Unexpected Command or Symbol or something, I forget the exact words.
I'm thinking if I can check to see how much energy the player has, I can add a line to the "If" statement in the Transition to that backslash. Is that possible?
