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IDProjectCategoryView StatusLast Update
0000245FSSCPDirectXpublic2005-03-14 00:54
ReporterLightspeed Assigned Totaylor  
PrioritynormalSeverityfeatureReproducibilityalways
Status resolvedResolutionfixed 
Summary0000245: Loading code still causing problems with textures and files
DescriptionIt has been an issue for a while that after playing a few missions in a row, after loading the next one, there'd be missing textures or the game crashed when trying to load a briefing icon saying it "couldnt find it". Well, I got the issue again with a new build, where THE FONTS along with a few ship textures vanished. The game itself didnt crash for the mission, but it crashed when I went to quit the game (it couldnt find the mainhall).
Additional InformationAs for additional info, some funny screenshots:

http://www.penguinbomb.com/lightspeed/misc/screen01.jpg
The options menu (I could get to the options screen and saw this)

http://www.penguinbomb.com/lightspeed/misc/screen02.jpg
mission briefing

http://www.penguinbomb.com/lightspeed/misc/screen05.jpg
playing the mission

http://www.penguinbomb.com/lightspeed/misc/screen06.jpg
playing the mission 0000002
TagsNo tags attached.

Activities

Lightspeed

2004-09-12 14:12

reporter   ~0001235

I'm testing if this occurs with the safeloading tag at the moment.

Lightspeed

2004-09-12 14:39

reporter   ~0001237

Nope, still occurs with safeloading.

terrenblade

2004-09-26 20:47

reporter   ~0001269

The bug Occurs for me if I enable glowmaps. If I disable them it goes away, I'm using the new animated glowmaps, not shure which version though. Hope the info is usefull.

taylor

2004-10-11 10:00

administrator   ~0001295

I believe that the basic cause of this is that the MAX_BITMAPS limit was getting hit. It should have hit an Assert() but appeared to get past it and therefore we didn't see the problem. Current value is 3500 and 5000 should be more than plenty to raise it to. It's already been upped to 7000 already but there seems to be similar problem showing up so I'm going to leave this open until we're sure it's resolved at 5000.

taylor

2004-11-02 07:32

administrator   ~0001323

This should largely be fixed now but still happens sometimes. I've fixed quite a few issues that could cause some texture misuse or corruption but more are hiding. The main issue of interface graphics and fonts missing should be fixed though.

Lightspeed

2004-11-04 15:59

reporter   ~0001335

Yes, it got noticeably better, but I still got it to happen.

taylor

2004-11-04 16:19

administrator   ~0001336

This is still triggering by going into the techroom at some point right? I still have some minor techroom related fixes that haven't gone into anything public yet. I'll try and get that code fixed up and in the next test build to see if it helps. Don't have much hope of it really fixing anything but it's worth a shot.

taylor

2004-11-26 16:12

administrator   ~0001376

I had this happen again the other day upon entering a mission and I just restarted the mission twice and it was fixed from them on. I still don't know what it causing this but it's not fatal or permanent. I don't know that bmpman is responsible for the rest of this, it may just be the internal texture stuff getting corrupted somewhere. During a restart it will flush the video memory and then upload everything again, but doesn't make any changes to what's loaded in bmpman.

Lightspeed

2004-12-12 16:11

reporter   ~0001422

Critical update:

With the latest content, I get 100% reproducable CoL on the mission "Breaking the Seal". It will NEVER make it beyond briefing, since it cannot load briefing files. Notice that it is 100% reproducable and thus makes the mission unplayable. It should be a good mission to test if things REALLY work, because it combines most of the animated textures in one mission - causing the problem more severely than most other missions. I think max_bitmaps is once again, hit.

It happens both with 3.6.5 and older builds.

taylor

2004-12-12 16:28

administrator   ~0001423

"Breaking the Seal" can be found where?

Lightspeed

2004-12-12 20:56

reporter   ~0001424

Here: http://smalltimerivalry.com/sschost/scriptlightspeed/cet_m03.fs2

I've also noticed, that during load the music stutters once or twice.

taylor

2004-12-13 01:26

administrator   ~0001425

I never got to the briefing but it wasn't a bmpman issue but a mission problem. MAX_SUBSYS_STATUS is set at 300 but this mission uses 313. Increasing MAX_SUBSYS_STATUS to 350 lets the mission parse, load and play fine. This is with a debug build though and if you were playing in a release build there is no extra catch to prevent improper memory accesses/overwrites. Edit the mission in FRED to either reduce the number of objects or replace a couple of them (cap ships, comm node) with small fighters or something and see if you still have a problem.

Lightspeed

2004-12-13 17:03

reporter   ~0001426

Last edited: 2004-12-13 17:03

Ehh, the mission was designed for FS2retail and worked without any problems there.
It's one of the most popular and common multiplayer missions, actually.

edited on: 12-13-04 12:03

taylor

2004-12-13 17:29

administrator   ~0001427

Hmm... *checks retail*... yep, it's wrong there too. I bet it's messing up something in retail but it's just not obvious or overwrites something that's not used in multi. In retail MAX_SUBSYS_STATUS is 250 so this mission goes 63 over the limit there. It's just luck that this mission works at all without wreaking havoc in retail.

Lightspeed

2004-12-14 00:39

reporter   ~0001428

Ah, so there's the problem?

I'll make some tests with other missions to make sure it's really limited to that single issue. :-)

Lightspeed

2004-12-15 21:50

reporter   ~0001429

Could you get a testing build with a raised limit for me to see if it fixes the problem / implement this into the 3.6.5 source?

taylor

2004-12-17 11:22

administrator   ~0001434

Check your PMs, might find something interesting.

taylor

2005-01-27 02:03

administrator   ~0001585

Last edited: 2005-01-27 06:46

Playing around in the techroom with all available options/textures/hi-polys we are still hitting the new bitmap limit. We don't want to support more than that since even 1gig or RAM isn't enough at that point or even at the current max for that matter. There should never ever be a mission that needs more than 4500 bitmaps in it.

For the techroom though I am just going to add a fixed number of ships that can be loaded at one time (12 is my current guess). That will keep memory requirements in the techroom down and prevent it from ever going over the 4500 limit. The new model page-in code allows for mission required loads so I may test with allowing those in the techroom with the 12 ship limit being in addition to previous mission requirements. Should take care of the problem and not invalidate any page-in related speedups to level loading.

EDIT: Crap. It is going to keep hitting 4500 unless a lot more code is revamped to unload differently. We'll have to bump the limit again to handle the number of bitmaps but be even more careful about what's loaded so we don't run out of memory. I'm looking at 1000 raise to 5500 but will test some to figure out the best number. With everything loaded we still need at least 500-600 free slots for interface stuff. Plus the limit will have to take into account large mods. Unfortunately this isn't the easiest thing to make dynamic since it's tied into the texture system.

edited on: 01-27-05 01:46

taylor

2005-03-14 00:54

administrator   ~0001872

Ok, I've done about all I can on this one for now. A rework or bm_release() should help open up slots that could be used by other things. A bump of MAX_BITMAPS to 5250 will go in shortly. I don't want to raise it any more than that though. If it's still a big problem reopen this bug and I'll have to get rather drastic with a fix. If a lot of animations are in use then it's still going to hit the limit but unless it shows up in normal gameplay then this will have to be enough for now.

Issue History

Date Modified Username Field Change
2004-08-24 14:19 Lightspeed New Issue
2004-09-12 14:12 Lightspeed Note Added: 0001235
2004-09-12 14:39 Lightspeed Note Added: 0001237
2004-09-26 20:47 terrenblade Note Added: 0001269
2004-10-11 10:00 taylor Note Added: 0001295
2004-10-11 10:00 taylor Status new => assigned
2004-10-11 10:00 taylor Assigned To => taylor
2004-11-02 07:32 taylor Note Added: 0001323
2004-11-04 15:59 Lightspeed Note Added: 0001335
2004-11-04 16:19 taylor Note Added: 0001336
2004-11-26 16:12 taylor Note Added: 0001376
2004-12-12 16:11 Lightspeed Note Added: 0001422
2004-12-12 16:28 taylor Note Added: 0001423
2004-12-12 20:56 Lightspeed Note Added: 0001424
2004-12-13 01:26 taylor Note Added: 0001425
2004-12-13 17:03 Lightspeed Note Added: 0001426
2004-12-13 17:03 Lightspeed Note Edited: 0001426
2004-12-13 17:29 taylor Note Added: 0001427
2004-12-14 00:39 Lightspeed Note Added: 0001428
2004-12-15 21:50 Lightspeed Note Added: 0001429
2004-12-17 11:22 taylor Note Added: 0001434
2005-01-27 02:03 taylor Note Added: 0001585
2005-01-27 06:46 taylor Note Edited: 0001585
2005-03-14 00:54 taylor Status assigned => resolved
2005-03-14 00:54 taylor Resolution open => fixed
2005-03-14 00:54 taylor Note Added: 0001872