Bugles & Flags XIX

This is where our experts try to teach you the very flexible modding system for our previous release - SOW Gettysburg and its add-ons. It's powerful, but dangerous. Post your tips and your questions.
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RebBugler
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Re: Bugles & Flags XVI

Post by RebBugler »

Update 16.4...
- Added eight new USA Corps Designation flags
USACorps1.jpg
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A while back it was pointed out that Vincent's Brigade didn't have its correct Corps Designation flag. True, when I designed replacement Corps flags for CV Extras, later moved to B&F, I doubled up Corps flags to keep the memory balance the same as I added other flags.

So, starting with this update, I plan on gradually adding those missing, doubled up USA Corps Designation flags. Made sure I got Vincent's flag right away, plus all those other first division, 3rd brigade flags.

This will be quite an upgrade for this particular set of flags since they will be 3x clearer than the originals. Plus, they are designed from the pictures from this Smithsonian Institute link, showing originals from the period:
http://americanhistory.si.edu/collectio ... ons-search

Hopefully the memory allotment will hold up, might try 8K sprite sheets along the way. Feedback always welcome, especially with these memory stressing updates. Who knows, if the memory holds up, I might get around to converting them all, but that will definitely be with 8K sprite sheets if they're acceptable and do help FPS.
Last edited by RebBugler on Tue Nov 14, 2017 5:17 pm, edited 1 time in total.
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Martin James
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Re: Bugles & Flags XVI

Post by Martin James »

Good on you, Reb.

I was very interested in your comment re the memory allotment. Is this documented anywhere? If not, how much is available please?

Reason I ask is that Pom and I have been experiencing occasional crashes with his additional sprites, which we use in a couple of mods. We have come to believe these relate to memory constraints, so your post is very timely :)

Martin (J)
Last edited by Martin James on Fri Nov 03, 2017 10:52 pm, edited 1 time in total.
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RebBugler
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Re: Bugles & Flags XVI

Post by RebBugler »

Good on you, Reb.

I was very interested in your comment re the memory allotment. Is this documented anywhere? If not, how much is available please?

Reason I ask is that Pom and I have been experiencing occasional crashes with his additional sprites, which we use in a couple of mods. We have come to believe these relate to memory constraints, so your post is very timely :)

Martin (J)
Going out on a limb with MY old memory capabilities, I think 1.8 GB was the memory threshold we couldn't exceed as sprites and other graphics were added to the game as SOW was being developed...Otherwise CTD. You can check it out by opening the game with all sprites available, full Armys, then open the Task Manager/Processes and check the Memory allotment for SOW which will most likely be at the top of the Memory list column.

Martin, apologies for not replying to your emails about sprite additions and upcoming mods, I just didn't have any solid answers to your inquiries and forgot to at least respond cordially.
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Davinci
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Re: Bugles & Flags XVI

Post by Davinci »

I think 1.8 GB was the memory threshold we couldn't exceed as sprites and other graphics were added to the game as SOW was being developed...Otherwise CTD.
Reb - What's New in your World!

Check the Photo below!

Didn't "Norb" change the Code approximately 6 years ago to allow more memory too the game?
The attachment 1.png is no longer available
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The only true logic is that, there is no true logic!
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RebBugler
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Re: Bugles & Flags XVI

Post by RebBugler »

I think 1.8 GB was the memory threshold we couldn't exceed as sprites and other graphics were added to the game as SOW was being developed...Otherwise CTD.
Reb - What's New in your World!

Check the Photo below!

Didn't "Norb" change the Code approximately 6 years ago to allow more memory too the game?
1.png
davinci
Hey D, just got back from a 3 day wedding excursion to NE Arkansas, gained a new niece-in-law...That's what's new.

I don't even remember a code change that allowed more memory to be allotted. But remember that was based on 32 bit systems, maybe 64 bit allows more. If that's your situation, 64 bit system, I'm guessing a 2.26 memory allotment that you posted is now stable, and reflects improvement. Since 16 bit is the norm now, and is usually accompanied with lots of memory (my 16 bit system has 10 GB), I just check FPS as I add stuff. I haven't checked that 1.8 recommended threshold in ages.
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Martin James
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Re: Bugles & Flags XVI

Post by Martin James »

No problem Reb, and thanks to you and Davinci for your thoughts. This conversation is definitely helping my understanding.

Have done some tests. Pom's & Mark's substitute sprite mod uses a limited number of new sprites, and only uses 1.2 GB. So I’m not sure why this would crash.

The Flags & Sprites mod is a much bigger beast however. I had poor Pom working hard all summer, supervised by the 'friendly' Igor, and he has produced a huge range of fantastic sprites. At army level, the mod weighs in at over 3.2 GB of memory!

As well as including many more sprites (and flags), there are also a huge number of unit classes. Would that be an issue too, do you think? If so, is is possible to quantify it?

Whilst Pom & I would much prefer releasing a mod which never crashes, it looks as if we can only do that by not using most of the sprites. That's a shame when it is perfectly playable. I think the answer will be to issue it with caveats.

I was already planning to warn folks with machine limitations to play smaller battles, but an extra warning re game limitations is probably in order too.

Martin (J)
Last edited by Martin James on Tue Nov 07, 2017 8:23 pm, edited 1 time in total.
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RebBugler
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Re: Bugles & Flags XVI

Post by RebBugler »

No problem Reb, and thanks to you and Davinci for your thoughts. This conversation is definitely helping my understanding.
Have done some tests. Pom's & Mark's substitute sprite mod uses a limited number of new sprites, and only uses 1.2 GB. So I’m not sure why this would crash.
Sometimes the timing of the animation cycles not jibing with the Unitmodel timings will cause crashes. I ran into this issue when I changed the infantry firing sequence so the firing sprite would show up in Advance and Withdraw sequences. The Unitmodel timings are obviously hard coded and the animation cycles in the gfx or gfxpack MUST fall within those set parameters.
The Flags & Sprites mod is a much bigger beast however. I had poor Pom working hard all summer, supervised by the 'friendly' Igor, and he has produced a huge range of fantastic sprites. At army level, the mod weighs in at over 3.2 GB of memory!
Yeah, I checked that out and was amazed that it actually opened up. Still, once movement happened FPS rates fell within unplayable numbers, under 5.
As well as including many more sprites (and flags), there are also a huge number of unit classes. Would that be an issue too, do you think? If so, is is possible to quantify it?
More classes allow for more stuff and more stuff requires more memory.
Whilst Pom & I would much prefer releasing a mod which never crashes, it looks as if we can only do that by not using most of the sprites. That's a shame when it is perfectly playable. I think the answer will be to issue it with caveats.

I was already planning to warn folks with machine limitations to play smaller battles, but an extra warning re game limitations is probably in order too.

Martin (J)
As far as I'm concerned mod crashes are unacceptable if played on a rig capable of handling their demands. Hopefully you guys can get your caveats down to just that heads up, so folks only concern will be FPS play-ability rates, not crashes.
Last edited by RebBugler on Thu Nov 09, 2017 12:44 am, edited 1 time in total.
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RebBugler
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Re: Bugles & Flags XVI

Post by RebBugler »

Update 16.5...

- Added eight new USA Corps Designation flags
CorpsHDSets3_4.jpg
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Down to the last four infantry Corps Designation Flags, coming soon with the next update. As you may have noticed, I've included complete original copies with most of these most recent flag additions as opposed to cleaned up templates. So, you're seeing the original soot, dirt and fading effects reflecting their 19th Century origins and usage. Since these flags are unique and generally appear only once, this made sense because normally flags are used multiple times and if they exhibit the same blemish I've always felt that kinda looks odd, and distracts from immersion...That is, if one tends to be a critical observer, like myself.

As the website is being overhauled I'm having to use Drop Box now as my download server. Let me know of any issues thereof.
Last edited by RebBugler on Wed Nov 15, 2017 2:24 am, edited 1 time in total.
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xray
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Re: Bugles & Flags XVI

Post by xray »

Hi Reb,

Problem downloading to my Drop Box, link does not appear!

I’m not sure if it’s my end or yours?

You may still have my address in your mail.

Xray
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RebBugler
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Re: Bugles & Flags XVI

Post by RebBugler »

Hi Reb,

Problem downloading to my Drop Box, link does not appear!

I’m not sure if it’s my end or yours?

You may still have my address in your mail.

Xray
This is my first time to use Dropbox for downloads so it could be on my end. All I know is I just tried the link and it works for me. I did have to register, free with email address required, before I could download other folks uploads...Are you registered?

Anyone else having trouble with this link?
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