I'm quite sick of deleting things one at a time, to find out it was the LAST object I deleted that was causing the problem
Regarding the String Pool Error
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stardestroyer001
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Regarding the String Pool Error
I'm just wondering, is there a way to track which object(s) are causing a string pool error?
I'm quite sick of deleting things one at a time, to find out it was the LAST object I deleted that was causing the problem
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I'm quite sick of deleting things one at a time, to find out it was the LAST object I deleted that was causing the problem
- Fiodis
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Re: Regarding the String Pool Error
Not that I know of, but a string pool error is just a memory overload. Taking out one or two (or however many you need) big, memory-intensive objects will probably fix it.
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stardestroyer001
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Re: Regarding the String Pool Error
A memory overload? I thought it was a max number of objects! (That explains a lot)
Ok, got it. So I've got to have less different types of objects.
...still, is there a way to track which objects are giving the hardest time on the game?
Ok, got it. So I've got to have less different types of objects.
...still, is there a way to track which objects are giving the hardest time on the game?
- Fiodis
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Re: Regarding the String Pool Error
Nope. Too many of the same amount of object will overload the game. What I meant is that the game is trying to render too much at once and can't handle it all, runs out of memory, and CTDs. Portals and sectors could help with this.stardestroyer001 wrote:Ok, got it. So I've got to have less different types of objects.
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stardestroyer001
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Re: Regarding the String Pool Error
So I should delete any extra portals/sectors, and have not too many of the same object?
EDIT: "have not"? Whoops, I meant "not have"!
EDIT: "have not"? Whoops, I meant "not have"!
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Deviss
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- Fiodis
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Re: Regarding the String Pool Error
This is harder to explain than I thought.stardestroyer001 wrote:So I should delete any extra portals/sectors, and have not too many of the same object?
If you have too many objects, period, it will overload and crash your map. Usually, if an object is huge and high-poly than it will account for more of the overload than other, lesser objects. The "object limit" isn't exactly a set number; if you have too many high-poly objects your map might crash with less objects total than you expected.
Portals and sectors can help with your problem. I think they're used on stock Tantive IV. What they do is, they cause the engine to selectively render parts of your map: in other words, if you're standing in one location only the items you should be able to see are rendered. This stops the engine from wasting resources rendering objects you can't even see. This FAQ Thread link may help you with them a bit, although it doesn't explain how to set them up in the first place.
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stardestroyer001
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Re: Regarding the String Pool Error
Sorry if I'm giving you a hard time
So if I have too many objects, or lots of large, detailed (as in "high-poly", which I think means the object has lots of shapes, making it harder to load the whole thing) objects, then the game might crash, this is a limitation on the game engine. Got it.
Thanks guys!
So if I have too many objects, or lots of large, detailed (as in "high-poly", which I think means the object has lots of shapes, making it harder to load the whole thing) objects, then the game might crash, this is a limitation on the game engine. Got it.
Thanks guys!
