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FPSC Classic Scripts / How to compile past the cap of 1.8GB

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Meows
13
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Joined: 12th Oct 2011
Location: Totally over the Rainbow
Posted: 26th Apr 2012 20:38
Has anyone tested this with a built game on a 32 bit system?

Quote: "Comment by betag...@gmail.com, Jul 20, 2011
RE:Comment by project member LeeBamberTGC, Aug 31, 2010

Q> Can you remove the memory cap of 1.8GB? A> The cap is the current level of 32-bit applications, which FPSC is (2GB virtual address space).

I haven't tested on a 32bit ver of Win7/XP etc, I'm using a laptop w/Win7 64bit Home Premium 4GB's ram, Turion II cpu @ 2.3Ghz, vid is an ATI HD4200.

To compile past the cap of 1.8GB I used CFF explorer, to change the exe's so they will use more then 2GB's, after opening the file on the left side it shows 'NT Headers' and under it is file header, click it, then on the right hand side the last entry is Characteristics, click 'Click Here' and then the check box for 'App can handle >2gb address space' then save file. Also note I checked site to see if there was an updated version, and now cff is part of a suite of tools, and plus the creator has made a 4GB patch tool that would be geared more towards the 'average' user. I made a screen shot of the compile I did while testing and pushing as close to the max size i could I copy/pasted the text from it for here:

Click OK to test the game. Press Escape when you want to exit test game mode. This level uses 3199MB.

The link for CFF is http://www.ntcore.com/exsuite.php , for the 4GB patch is http://www.ntcore.com/4gb_patch.php "


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NIlooc223
14
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Joined: 27th Aug 2010
Location: Heaven
Posted: 27th Apr 2012 01:23
I have on 32-bit windows vista and it worked.

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Flatlander
FPSC Tool Maker
17
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 27th Apr 2012 03:22
I may be mistaken but I tried this on an XP 32 bit and it seems that it didn't work.

I have heard from others that it works on Win7 32 bit as well as VISTA 32 bit that NIooc223 had mentioned.

I welcome any criticism you have that doesn't effect me. I used to think I was indecisive, but now I'm not so sure.

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Pariah
15
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Joined: 4th Aug 2009
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Posted: 2nd May 2012 15:51
Honestly, imo, FPSC just needs to release a higher build cap and a much much more powerful and updated engine.
maho76
13
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 2nd May 2012 17:50 Edited at: 2nd May 2012 17:56
when using v119 simply open setup.ini/buildgame.ini and change memcapoff=0 to =1.

it doesnt run on xp because xp is 32bit-concept, while vista and win7 are 64bit-projects that are simply downgraded to 32bit, so it seems the needed software-components to run fpsc with higher cap are still there, but watch out, even in win7 and vista fpsc uses virtual memory for everything over 1.85gb in 32bit-version, so it depends on your harddrive how good/bad it will work. i wouldnt change to bigger cap simply because most people/gamers overall still work with xp-32bit. you will loose all your customer-base and risk problems in the finalbuild.

Quote: "Honestly, imo, FPSC just needs to release a higher build cap and a much much more powerful and updated engine."


fpsc IS the engine, there is no other thing behind, darkbasic is the language (wich is the first problem as far as i know^^). v120 is in work and will be a power-update only, so stay in and watch for its betas. but dont expect to get a cry-engine, not possible with that much automatism and stock fpsc offers to all us coder-noobs.

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