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Tank window opened then game hung. Task Manager showed extremely high MQ memory usage before I killed it.
Log showed nothing new (same/similar as above).
Fixed that mod (or at least, it doesn't crash the game now).
But possibly just because it removed it from the menu. Will test putting it in "large"
"menuTag":"large",
(not under multi-size) crashes game again - memory increasing rapidly (i.e. leak)
I've added some code which caches all the vert data of the smallest size a tank comes in. My guess is that is what is causing this. This is to improve the performance of drawing the portrait for each tank in the GUI. It can draw it in one mesh instead of all the individual ones.
However it works fine for all the included tanks so something specific about this model is throwing off the routine. Moreover, it appears to create a cache which crashes the game, rather than just fail. If it just failed to create a cache, it would fall back to the old method which would be preferable. I could try including a limit on the size of the cache but that would be a sticking plaster rather than a cure.
All the cache does it run through each of the tiles, adding ones that use the same materials to the same mesh. Do any of your models/tiles have multiple materials per mesh? That would cause a problem.
But I'll check I C4D. Just realizing that mod didn't include the FBX files (just the t3cd). Not sure if you can reverse-engineer those.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2117994544&fileuploadsuccess=1
I added three new codes for tank maps in this update:
'w' is used to tell the game that this tile should be counted as water for calculating volume, even if it is blocked.
's' is used to tell the game that this is a sunken tile even if it is not blocked e.g. the walkable bits of the small tunnel tank.
'W' is like an inverse 'w' it removes the water from a tile that would normally be counted from the volume calculation.
I thought I had been so clever because by having these additional codes I made sure everything was back-compatible. I didn't change the rest of the mechanics/calculations.
However I didn't foresee one very obvious thing - if people were already using the codes 's' and 'w' in their code maps it would treat every water tile as a 'w' code and put whatever tile that corresponds to there.
In other words, it's drawing an extra tile on every water tile!
I sort of fixed it by swapping the s and w codes out for * and /:
https://pastebin.com/wsU3pNE9
It got me this far. It still looks a little messed up maybe I did the edit sloppily, but at least it's running so you can see a bit better how to fix it from here:
https://pasteboard.co/JbpRfuZ.png
As for the bug, I believe we hit the maximum number of verts for a mesh (hard limit) once we combined all of the tiles into a single mesh. It shows that we're running pretty close to the max number of verts with this tank, obviously pushed up quite a bit by the additional 'w' tiles.
x
.
c
v
b
s
w
W
>
^
o
As in these are the codes which have special meanings in the game. Most of them you know already. Any other ASCII char can be used to define a multicode/tile.
Thanks!
Important to remember this part. A mod subscriber complained a tank was showing "ugly white stripes". I verified it was true but wasn't sure why (haven't touched this in months).
But, this mod use more characters in tank map than any ever seen, including "s", "w", and "W".
Now it makes sense! One of those three is being drawn on every water tile.
I'm out of characters now. Double checking but not sure what to do.
Interestingly it doesn't crash, but it does this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2126446387
*
/
-
+
.
,
;
:
=
_
$
£
%
^
&
!
`
¬
|
~
#
@
After that you can move onto capital letters. These are counted as separate chars. It's a little more confusing but does work. I would personally stay away from capital versions of special characters like C, V, S, O and obviously W. But you're safe with most of them.
Maybe I'll reserve the following in case I need to add more chars later:
Q, E, A, S, D, Z, X, C, V
But use any others you like.
Had used "(" and ")" previously but then abandoned so those with "0" (zero) made it work.
Was hesitant on "0" because of visual similarity to "o" - which, btw, should perhaps be on that "don't use list", or rather, "use it, but has special meaning"?